· 6 years ago · May 04, 2019, 07:40 PM
1coalesced.eng
2
34℡ˇˇ$EngineDir$/Localization/ENG/Core.eng ≤ˇˇˇ[SystemDialogs]
4Yes=Yes
5No=No
6OK=OK
7Load=Load
8Save=Save
9Delete=Delete
10 “ˇˇˇ$EngineDir$/Localization/ENG/Descriptions.eng t℡ˇ; -
11; Descriptions
12; -
13; Strings that are used in place of the class name.
14; Returned by calling UClass::GetDescription
15; -
16[Objects]
17; -
18; Sound
19; -
20SoundNodeAttenuation="Attenuation"
21SoundNodeDelay="Delay"
22SoundNodeConcatenator="Concatenator"
23SoundNodeDistanceCrossFade="Distance CrossFade"
24SoundNodeLooping="Looping"
25SoundNodeMature="Sound Node Mature"
26SoundNodeMixer="Mixer"
27SoundNodeModulator="Modulator"
28SoundNodeModulatorContinuous="Continuous Modulator"
29SoundNodeOscillator="Oscillator"
30SoundNodeRandom="Random"
31
32; -
33; -
34; Particles
35; -
36; -
37; Base modules
38; -
39ParticleModuleAccelerationBase="Acceleration"
40ParticleModuleAttractorBase="Attraction"
41ParticleModuleBeamBase="Beam"
42ParticleModuleCollisionBase="Collision"
43ParticleModuleColorBase="Color"
44ParticleModuleEventBase="Event"
45ParticleModuleForceFieldBase="Force Field"
46ParticleModuleFXLightBase="FX Light"
47ParticleModuleKillBase="Kill"
48ParticleModuleLifetimeBase="Lifetime"
49ParticleModuleLocationBase="Location"
50ParticleModuleMaterialBase="Material"
51ParticleModuleOrbitBase="Orbit"
52ParticleModuleRotationBase="Rotation"
53ParticleModuleRotationRateBase="RotationRate"
54ParticleModuleSizeBase="Size"
55ParticleModuleSubUVBase="SubUV"
56ParticleModuleSpawnBase="Spawn"
57ParticleModuleVelocityBase="Velocity"
58; -
59; Implemented modules
60; -
61ParticleModuleAcceleration="Acceleration"
62ParticleModuleAccelerationOverLifetime="Acceleration/Life"
63ParticleModuleAccelerationBrownian="Acceleration Brownian"
64ParticleModuleAttractorParticle="Particle Attractor"
65ParticleModuleAttractorPoint="Point Attractor"
66ParticleModuleAttractorLine="Line Attractor"
67ParticleModuleBeamMultiTarget="MultiTarget"
68ParticleModuleBeamNoise="Noise"
69ParticleModuleBeamSource="Source"
70ParticleModuleBeamTarget="Target"
71ParticleModuleCollision="Collision"
72ParticleModuleCollisionDecalSpawner="Decal Spawner"
73ParticleModuleColor="Initial Color"
74ParticleModuleColorOverLife="Color Over Life"
75ParticleModuleColorScaleOverLife="Scale Color/Life
76ParticleModuleEventGenerator="Event Generator"
77ParticleModuleEventReceiverSpawn="EventRcvr Spawn"
78ParticleModuleForceField="Force Field"
79ParticleModuleKillBox="Kill Box"
80ParticleModuleKillHeight="Kill Height"
81ParticleModuleKillSphere="Kill Sphere"
82ParticleModuleLifetime="Lifetime"
83ParticleModuleLocalForceField="Local Force Field"
84ParticleModuleLocation="Initial Location"
85ParticleModuleLocationWrap="Wrap Location"
86ParticleModuleLocationDirect="Direct Location"
87ParticleModuleLocationEmitter="Emitter InitLoc"
88ParticleModuleLocationEmitterDirect="Emitter DirectLoc"
89ParticleModuleLocationPrimitiveCylinder="Cylinder"
90ParticleModuleLocationPrimitiveSphere="Sphere"
91ParticleModuleLocationSpline="Spline Location"
92ParticleModuleMaterialVector="Material Vector"
93ParticleModuleMeshRotation="Init Mesh Rotation"
94ParticleModuleMeshRotationOverLifetime="Mesh Rotation/Life"
95ParticleModuleMeshRotationRate="Init Mesh Rot Rate"
96ParticleModuleMeshRotationRateMultiplyLife="Mesh Rot Rate/Life"
97ParticleModuleOrbit="Orbit"
98ParticleModuleOrientationBase="Orientation"
99ParticleModuleOrientationAxisLock="Lock Axis"
100ParticleModuleParameterBase="Parameter"
101ParticleModuleParameterInitialColor="Init Color (param)"
102ParticleModulePerParticleTriggerEvent="Per Particle Trigger"
103ParticleModulePushExternalCollision="Push External Collision"
104ParticleModuleRequired="Required"
105ParticleModuleRotation="Init Rotation"
106ParticleModuleRotationOverLifetime="Rotation/Life"
107ParticleModuleRotationRate="Init Rot Rate"
108ParticleModuleRotationRateMultiplyLife="Rot Rate/Life"
109ParticleModuleSize="Initial Size"
110ParticleModuleSizeMultiplyLife="Size By Life"
111ParticleModuleSizeMultiplyVelocity="Size By Velocity"
112ParticleModuleSizeScale="Size Scale"
113ParticleModuleSpawn="Spawn"
114ParticleModuleSpawnPerFrame="Spawn Per Frame"
115ParticleModuleSpawnPerUnit="Spawn Per Unit"
116ParticleModuleSpawnFromPointCache="Spawn From Cache"
117ParticleModuleSubUV="SubImage Index"
118ParticleModuleSubUVSelect="SubUV Select"
119ParticleModuleTypeDataBeam2="Beam Data"
120ParticleModuleTypeDataMesh="Mesh Data"
121ParticleModuleTypeDataRibbon="Ribbon Data"
122ParticleModuleTypeDataGPU="GPU Sprite"
123ParticleModuleVelocity="Initial Velocity"
124ParticleModuleVelocityInheritParent="Inherit Parent Vel."
125ParticleModuleVelocityOverLifetime="Velocity/Life"
126ParticleModuleVelocityDrag="Velocity Drag"
127ParticleModuleMKFloorCollision="MK Floor Collision"
128ParticleModuleMKSoundReqOnEmit="Play Sound On Event"
129ParticleModuleFXLight="FX Light"
130ParticleModuleRigidBodyPhysics="Rigid Body Physics"
131ParticleModuleCurlNoise="Curl Noise"
132ParticleModuleLocationFromMesh="Location From Mesh"
133; -
134; -
135;InterpTracks
136; -
137InterpTrackDirector="Director Track"
138InterpTrackEvent="Event Track"
139InterpTrackFloatProp="Float Property Track"
140InterpTrackVectorProp="Vector Property Track"
141InterpTrackLinearColorProp="Linear Color Property Track"
142InterpTrackMove="Movement Track"
143InterpTrackSlomo="Slomo Track"
144InterpTrackFXSlomo="FX Slomo Track"
145InterpTrackAnimControl="Anim Control Track"
146InterpTrackSound="Sound Track"
147InterpTrackAudioGameSync="Audio Game Sync"
148InterpTrackFloatParticleParam="Float Particle Param Track"
149InterpTrackVectorParticleParam="Vector Particle Param Track"
150InterpTrackFloatMaterialParam="Float Material Param Track"
151InterpTrackVectorMaterialParam="Vector Material Param Track"
152InterpTrackFadeAmount="Fade Amount"
153InterpTrackFadeColor="Fade Color"
154InterpTrackColorScale="Color Scale"
155InterpTrackToggle="Toggle Track"
156InterpTrackQuicktimeEvent="Quicktime Event"
157InterpTrackRootBoneCorrection="RootBone Correction Track"
158InterpTrackMirrorMaterial="Mirror Material Track"
159
160; -
161; User Interface
162; -
163UILabel="Label"
164UIButton="Button"
165UILabelButton="Label Button"
166UICheckbox="Checkbox"
167
168UIStyle_Text="Text"
169UIStyle_Image="Image"
170UIStyle_Combo="Combo"
171
172UIState_Enabled="Enabled"
173UIState_Disabled="Disabled"
174UIState_Focused="Focused"
175UIState_Active="Active"
176UIState_Pressed="Pressed"
177
178; -
179
180; -
181;CinemaTracks
182; -
183CinemaTrackAttachment="Attachment Track"
184CinemaTrackMove="Move Track"
185CinemaTrackBlendAnim="Blend Anim Track"
186CinemaTrackCameraAnim="Camera Anim Track"
187CinemaTrackCameraMove="Camera Move Track"
188CinemaTrackIK="IK Track"
189CinemaTrackFocalLength="Focal Length Track"
190CinemaTrackColorProp="Color Property Track"
191CinemaTrackLightColor="Light Color Track"
192CinemaTrackForcedLodOverride="LOD Override Track"
193CinemaTrackScreenCapture="Screen Capture Track"
194CinemaTrackEnvironmentCapture="Environment Capture Track"
195CinemaTrackCameraShakeControl="Camera Shake Track"
196CinemaTrackApplyCharDamage="Character Damage Track"
197CinemaTrackCharDismemberment="Character Dismemberment Track"
198CinemaTrackCharDecalClear="Decal Clear Track"
199CinemaTrackPlayerMaterials="Player Materials Track"
200CinemaTrackScaleMITVTiming="Scale MITV Timing Track"
201CinemaTrackHideMaterials="Hide Materials Track"
202CinemaTrackMaterialOverride="Character Material Track"
203CinemaTrackCharFX="Character Effects Track"
204CinemaTrackDrawScale3D="DrawScale3D Track"
205CinemaTrackBgndPostFx="Background Post FX Track"
206CinemaTrackGameCamBlend="Game Cam Blend Track"
207CinemaTrackMaterialScalarProperties="Scalar Material Properties Track"
208CinemaTrackHideActor="Visibility Track"
209CinemaTrackPhysics="Physics Track"
210CinemaTrackPhysicsSubtrackableBlendWeight="Physics Blend Weight"
211CinemaTrackCloth="Cloth Track"
212CinemaTrackClothSubtrackableBlendWeight="Cloth Blend Weight"
213CinemaTrackClothSlowMotion="Cloth Slow Motion"
214CinemaTrackMorph="Character Morph Track"
215CinemaTrackQTE="Quicktime Track"
216CinemaTrackIKRetargeting="IK Retargeting Track"
217CinemaTrackLevelFade="Level Fade Track"
218CinemaTrackLevelDesaturation="Level Desaturation Track"
219CinemaTrackShadowToggle="Shadow Toggle Track"
220CinemaTrackGameSyncParameter="Audio Game Sync Parameter"
221CinemaTrackGlobalGameSyncParameter="Audio Game Sync Parameter"
222CinemaTrackWPOUpdateMode="WPO Update Mode Track"
223CinemaTrackRotateBonesAdditively="Rotate Bones Additively Track"
224; -
225 ÿˇˇˇ$EngineDir$/Localization/ENG/Engine.eng ‰ˇˇ[Public]
226;Object=(Name=Engine.Console,Class=Class,MetaClass=Engine.Console)
227Object=(Name=Engine.ServerCommandlet,Class=Class,MetaClass=Core.Commandlet)
228Object=(Name=Engine.MasterMD5Commandlet,Class=Class,MetaClass=Core.Commandlet)
229
230[Errors]
231NetOpen=Error opening file
232NetWrite=Error writing to file
233NetRefused=Server refused to send '%s'
234NetClose=Error closing file
235NetSize=File size mismatch
236NetMove=Error moving file
237NetInvalid=Received invalid file request
238NoDownload=Package '%s' is not downloadable
239DownloadFailed=Downloading package '%s' failed: %s
240RequestDenied=Server requested file from pending level: Denied
241ConnectionFailed=Connection failed
242ChAllocate=Couldn't allocate channel
243NetAlready=Already networking
244NetListen=Listen failed: No linker context available
245LoadEntry=Can't load Entry: %s
246InvalidUrl=Invalid URL: %s
247InvalidLink=Invalid Link: %s
248Listen=Listen failed: %s
249AbortToEntry=Failed; returning to Entry
250ServerOpen=Servers can't open network URLs
251ServerListen=Dedicated server can't listen: %s
252Pending=Pending connect to '%s' failed; %s
253LoadPlayerClass=Failed to load player class
254ServerOutdated=Server's version is outdated
255FailedMapload_NotFound=The map specified on the commandline '%s' could not be found. Would you like to load the default map instead?
256
257[Progress]
258CancelledConnect=Cancelled Connect Attempt
259RunningNet=%s: %s (%i players)
260NetReceiving=Receiving '%s': %i/%i
261NetReceiveOk=Successfully received '%s'
262NetSend=Sending '%s'
263NetSending=Sending '%s': %i/%i
264Connecting=Connecting...
265Listening=Listening for clients...
266Loading=Loading
267Saving=Saving
268Paused=Paused by %s
269ReceiveFile=Receiving '%s' (F10 Cancels)
270ReceiveOptionalFile=Receiving optional file '%s' (Press F10 to Skip)
271ReceiveSize=Size %iK, Complete %3.1f%%
272ConnectingText=Connecting (F10 Cancels):
273ConnectingURL=unreal://%s/%s
274
275[Console]
276ClassCaption=Standard Unreal Console
277
278[General]
279Upgrade=To enter this server, you need the latest free update to Unreal available from Epic's Web site:
280UpgradeURL=http://www.unreal.com/upgrade
281UpgradeQuestion=Do you want to launch your web browser and go to the upgrade page now?
282Version=Version %i
283
284[Menu]
285HelpMessage=
286MenuList=
287LeftString=Left
288RightString=Right
289CenterString=Center
290EnabledString=Enabled
291DisabledString=Disabled
292HelpMessage[1]=This menu has not yet been implemented.
293YesString=yes
294NoString=no
295
296[HUD]
297LoadingMessage=LOADING
298SavingMessage=SAVING
299ConnectingMessage=CONNECTING
300
301[LevelInfo]
302Title=Untitled
303
304[TeamInfo]
305TeamName=Team
306
307[Weapon]
308ItemName=Weapon
309
310[GameMessage]
311SwitchLevelMessage=Switching Levels
312LeftMessage=" left the game."
313FailedTeamMessage=Could not find team for player
314FailedPlaceMessage=Could not find a starting spot
315FailedSpawnMessage=Could not spawn player
316EnteredMessage=" entered the game."
317MaxedOutMessage=Server is already at capacity.
318ArbitrationMessage=Arbitration Message (c.f. GameInfo.uc)
319OvertimeMessage=Score tied at the end of regulation. Sudden Death Overtime!!!
320GlobalNameChange=changed name to
321NewTeamMessage=is now on
322NoNameChange=Name is already in use.
323VoteStarted=started a vote.
324VotePassed=Vote passed.
325MustHaveStats=Must have stats enabled to join this server.
326CantBeSpectator=Sorry, you cannot become a spectator at this time.
327CantBePlayer=Sorry, you cannot become an active player at this time.
328BecameSpectator=became a spectator.
329NewPlayerMessage=A new player entered the game.
330NewSpecMessage=A spectator entered the game/
331SpecEnteredMessage=" joined as a spectator."
332
333[DmgType_Fell]
334DeathString=%k pushed %o over the edge.
335FemaleSuicide=%o left a small crater
336MaleSuicide=%o left a small crater
337
338[AccessControl]
339IPBanned=Your IP address has been banned on this server.
340WrongPassword=The password you entered is incorrect.
341NeedPassword=You need to enter a password to join this game.
342SessionBanned=Your IP address has been banned from the current game session.
343KickedMsg=You have been forcibly removed from the game.
344DefaultKickReason=None specified
345IdleKickReason=Kicked for idling.
346ACDisplayText[0]=Game Password
347ACDisplayText[1]=Access Policies
348ACDisplayText[2]=Admin Password
349ACDescText[0]=If this password is set, players will have to enter it to join this server.
350ACDescText[1]=Specifies IP addresses or address ranges which have been banned.
351ACDescText[2]=Password required to login with administrator privileges on this server.
352
353[UIStyle]
354StyleName=Default Style
355
356[UIStyle_Text]
357StyleName=Default Text Style
358
359[UIStyle_Image]
360StyleName=Default Image Style
361
362[ConsoleTextStyle]
363StyleName=Console Text Style
364
365[ConsoleImageStyle]
366StyleName=Console Border Style
367
368[ConsoleStyle]
369StyleName=Console Combo Style
370
371[ConsoleBufferTextStyle]
372StyleName=Console Buffer Text Style
373
374[ConsoleBufferTextImageStyle]
375StyleName=Console Buffer Background Style
376
377[ConsoleBufferStyle]
378StyleName=Console Buffer Combo Style
379
380[CursorImageStyle]
381StyleName=Cursor Style
382
383[ExampleGameMenu]
384CancelButtonText=Return To Game
385RespawnButtonText=Respawn Player
386ReloadButtonText=Reload Map
387InlineFontSampleText=These words are small... <Fonts:EngineFonts.LargeFont>these words are big,<Fonts:/> and these words are back to normal.
388InlineStyleSampleText=These words are normal... <Styles:ConsoleStyle>these words are green<Styles:/> and these words are normal too.
389SplitscreenButtonText=Splitscreen Test Scene
390
391[TestMenuStrings]
392ButtonTestText=The button has been clicked <SceneData:ButtonClickCount> times.
393PlayerIndexText=The propagated PlayerIndex is: <SceneData:PlayerIndex>.
394
395[OnlineProfileSettings]
396OwnerMappings[0]=(Name="None")
397OwnerMappings[1]=(Name="Online Service Setting")
398OwnerMappings[2]=(Name="Game Setting")
399ProfileMappings[0]=(ValueMappings=((Name="Off"),(Name="On")))
400ProfileMappings[1]=(ValueMappings=((Name="Off"),(Name="On")))
401ProfileMappings[2]=(ValueMappings=((Name="No"),(Name="Yes")))
402ProfileMappings[3]=(ValueMappings=((Name="Off"),(Name="On"),(Name="Both")))
403ProfileMappings[5]=(ValueMappings=((Name="Normal"),(Name="Easy"),(Name="Hard")))
404ProfileMappings[6]=(ValueMappings=((Name="Medium"),(Name="Low"),(Name="High")))
405ProfileMappings[7]=(ValueMappings=((Name="None"),(Name="Black"),(Name="White"),(Name="Yellow"),(Name="Orange"),(Name="Pink"),(Name="Red"),(Name="Purple"),(Name="Blue"),(Name="Green"),(Name="Brown"),(Name="Silver")))
406ProfileMappings[8]=(ValueMappings=((Name="None"),(Name="Black"),(Name="White"),(Name="Yellow"),(Name="Orange"),(Name="Pink"),(Name="Red"),(Name="Purple"),(Name="Blue"),(Name="Green"),(Name="Brown"),(Name="Silver")))
407ProfileMappings[9]=(ValueMappings=((Name="Off"),(Name="On")))
408ProfileMappings[10]=(ValueMappings=((Name="Off"),(Name="On")))
409ProfileMappings[11]=(ValueMappings=((Name="Left Thumbstick"),(Name="Right Thumbstick")))
410ProfileMappings[12]=(ValueMappings=((Name="Auto"),(Name="Manual")))
411ProfileMappings[13]=(ValueMappings=((Name="Behind"),(Name="Front"),(Name="Inside")))
412ProfileMappings[14]=(ValueMappings=((Name="Trigger"),(Name="Button")))
413ProfileMappings[15]=(ValueMappings=((Name="Trigger"),(Name="Button")))
414
415 ÷ˇˇˇ$EngineDir$/Localization/ENG/UnrealEd.eng ã_˙ˇ[UnrealEd]
416&Apply=&Apply
417&Cancel=&Cancel
418&CancelAll="&Cancel All"
419&Export=&Export
420&Favorites=&Favorites
421&Import=&Import
422&New=&New
423&NewE=&New...
424NewEnvironment=New Environment
425&OK=&OK
426&OpenE=&Open...
427&OpenEWithHotkey=&Open...\tCtrl+O
428&Recent=&Recent
429&SaveCurrentLevel=&Save Current Level
430&SaveCurrentLevelWithHotkey=&Save Current Level\tCtrl+S
431&Window=&Window
432 None = -None -
433...=...
434/=/
4350=0
436100Pct=100%
4371024=1024
4381024x1024=1024x1024
4391080=1080
44010DOPX=10DOP X simplified collision
44110DOPY=10DOP Y simplified collision
44210DOPZ=10DOP Z simplified collision
44310Pct=10%
44410Percent=10%
44510Speed=10%
4461280=1280
447128=128
448128x128=128x128
44916=16
45018DOP=18DOP simplified collision
4511920=1920
4521=1
4531Percent=1%
4541Speed=1%
4551x1Split=1x1 Split
4561x1SplitH=1x1 Horizontal Split
4571x1SplitV=1x1 Vertical Split
4581x2Split=1x2 Split
459200Pct=200%
46022Degrees=22 Degrees
461240=240
462256=256
463256x256=256x256
46425Percent=25%
46525Speed=25%
46625pct=25%
46726DOP=26DOP simplified collision
4682=2
4692Degrees=2 Degrees
4702Percent=2%
4712x2Split=2x2 Split
472300Pct=300%
473320=320
47432=32
475360=360
47645=45
47745Degrees=45 Degrees
478480=480
4794=4
48050Pct=50%
48150Percent=50%
48250Speed=50%
483512=512
484512x512=512x512
4855Degrees=5 Degrees
4865Percent=5%
487640=640
48864=64
48964x64=64x64
4906DOP=6DOP simplified collision
491720=720
492768=768
4938=8
49490=90
49590Degrees=90 Degrees
496AACT_AdditiveName=Additive Animation Name
497AACT_AnimationFirstFrame=Animation First Frame
498AACT_AnimationScaled=Animation Scaled
499AACT_CreateAdditiveAnimation=Create Additive Animation
500AACT_LoopingAnim=Looping Animation
501AACT_PickAnimation=Pick Animation
502AACT_PickBaseAnimation=Pick Base Animation
503AACT_PickSkelType=Skeleton Type
504AACT_ReferencePose=Reference Pose
505AACT_SelectBuildMethod=Select Build Method
506AAD_AddAdditiveAnimation=Add Additive Animation
507AAD_DestinationAnimationName=Destination Animation Name
508AAD_ScaleAdditiveToSource=Scale Additive Animation To Source
509AAD_ScaleSourceToAdditive=Scale Source To Additive Animation
510AAD_SelectAdditiveAnimation=Select Additive Animation
511AAD_SubtractAdditiveAnimation=Subtract Additive Animation
512AIPaths=AI Paths
513AOE_DelAreYouSure=Are you sure you want to delete the profile '`~'?
514AOE_DuplicateProfileName=Profile with that name already exists.
515AOE_EnterNewProfileName=Enter New Profile Name
516AOE_NoProfileName=Invalid Profile Name
517AOE_ProfileName=Profile Name
518AVIRender=AVI Render
519AboutCinema=About Cinema...
520AboutToCompressAnimations_F=About to compress `~ animations. -Proceed?
521AcceptCore=Accept Core
522AcceptsDynamicLights=Accepts Dynamic Lights
523AcceptsLights=Accepts Lights
524ActivateAllOveridesOnMaterialInstances=Activate All Parameter Overrides on Material Instances
525Actor=Actor
526ActorBrowser_ToolTip=Show the actor classes browser
527ActorBrowser_ViewMenu=Actor Classes
528ActorClasses=Actor Classes
529ActorFactory=Actor Factory
530ActorFactoryNotForUseByKismetF=`~ cannot be used in UnrealKismet.
531ActorFactoryNotForUseByProjectileFactoryF=`~ cannot be used in ProjectileFactory.
532ActorMovement=Actor Movement
533ActorProperties=Actor Properties
534ActorProperties_AddToLODParent=Use '`~' as LOD Replacement
535ActorProperties_CreateMeshProxy=Merge/Remerge/Unmerge Meshes...
536ActorProperties_LODSubMenu=LOD Operations
537ActorProperties_RemoveFromLODParent=Clear LOD Replacement
538ActorProperties_ResimplifyMesh=Resimplify Mesh...
539ActorProperties_SetLODParent=Set as Active LOD Parent
540ActorProperties_SimplifyMesh=Simplify Mesh...
541ActorProperties_SimplifySelectedMeshes=Simplify Meshes for All Selected Actors...
542ActorSearchGoto=ActorSearchDlg: Goto Actors
543ActorSearchSelectActors=ActorSearchDlg: Select Actors
544ActorSelected=`~.`~ Selected (`~ Tris, `~ Verts, `~ Sections)
545ActorTagsSF=Actor Tags
546Actors=Actors
547ActorsClassSelected=%i %ss Selected
548ActorsReferencedByKismet=Actors Referenced By UnrealKismet
549ActorsSelected=%i Actors Selected
550Add=Add
551AddActor=Add Actor
552AddAdditiveToSequence=Add Additive Animation to selected sequence(s)
553AddBlendControlSubtrack=Add Blend Control Subtrack
554AddBoolVar=Add BOOL Variable
555AddBox=Add Box
556AddChildMesh=Add Child
557AddChildSlot=Add Blank Child Slot
558AddClothControlSubtrack=Add Cloth Control Subtrack
559AddCore=Add Core
560AddCurve_Alpha=Add Alpha
561AddCurve_AxisScaling=Add Axis Scaling
562AddCurve_Color=Add Color
563AddCurve_DistMap_Alpha=Add DistMap Alpha
564AddCurve_DistMap_Color=Add DistMap Color
565AddCurve_DistMap_Scale=Add DistMap Scale
566AddCurve_MaterialIndex=Add Material Index
567AddCurve_Offset=Add Offset
568AddCurve_Rotation=Add Rotation
569AddCurve_Scaling=Add Scaling
570AddCurve_ScreenPercentageMap=Add ScreenPercentageMap
571AddCylinderComp=Add Cylinder Component
572AddE=Add...
573AddF=Add `~
574AddFloatVar=Add FLOAT Variable
575AddFreeCameraGroup=Add Free Camera Group
576AddHereF=Add `~ Here
577AddInput=Add Input
578AddIntVar=Add INT Variable
579AddKey=Add Key
580AddLinksToCoverGroup=CoverGroup: Add Links
581AddLookAtCameraGroup=Add Look At Camera Group
582AddLookAtGroup=Add Look At Group
583AddNavPointsToRoute=Route: Add NavPoints
584AddNewAIGroup=Add New AI Group
585AddNewBody=Add New Body
586AddNewCameraGroup=Add New Camera Group
587AddNewDirectorGroup=Add New Director Group
588AddNewEmptyGroup=Add New Empty Group
589AddNewGroup=Add New Group
590AddNewLightingGroup=Add New Lighting Group
591AddNewMaterialExpression=Add new material expression
592AddNewParticleGroup=Add New Particle Group
593AddNewPrimitive=Add New Primitive
594AddNewSkeletalMeshGroup=Add New Skeletal Mesh Group
595AddNewSpline=Add New Spline
596AddNewSplineSystem=Add New Spline System
597AddNewSuperGroup=Add New Super Group
598AddNew_F=Add New `~
599AddParticleComp=Add Particle Component
600AddPointLightComp=Add PointLight Component
601AddPrefabF=Add Prefab: `~
602AddPrimitiveIgnore=Add primitive to light ignore list
603AddRadImpulseComp=Add RadialImpulse Component
604AddRecent=Add Recent
605AddSelectedActors=Add Selected Actors
606AddSelectedActorsGroup=Add Selected Actors to Group
607AddSelectedActorsLayer=Add Selected Actors to Layer
608AddSkelControlChain=Add SkelControl Chain
609AddSkelMeshComp=Add SkeletalMesh Component
610AddSkeletalActorGroup=Add Skeletal Actor Group
611AddSpawnedActorGroup=Add Dynamically Spawned Actor Group
612AddSphere=Add Sphere
613AddSphyl=Add Sphyl
614AddStaticActorGroup=Add Static Actor Group
615AddStaticMeshComp=Add StaticMesh Component
616AddStaticMeshCompVar=Add STATICMESHCOMPONENT Variable
617AddStreamingVolumes=Add Streaming Volumes
618AddSubSkel=Add
619AddSwitchConnector=Add Switch
620AddTag=Set Content Tag
621AddToFavorites=Add to favorites
622AddToMeshList=Add
623AddToSuperGroup=Add to Super Group
624AddVectorVar=Add VECTOR Variable
625AddVolume=Add Volume (right click for options)
626AddVolumePopUp=Add Volume
627AddVolumePopup=Add Volume
628Add_CheckOut_DLG_Button_Cancel=Cancel
629Add_CheckOut_DLG_Button_Select=Check Out/Mark for Add
630Add_CheckOut_DLG_Button_Skip=Skip this Step
631Add_CheckOut_DLG_Prompt=Files are not in Perforce or must be checked out\nSelect the files you want to mark for add/check out.\n\nNote:\nDeselecting any files under "Mark Files for Add" will require adding them\nmanually to Perforce
632Add_CheckOut_DLG_Title=Check Out Files/Mark Files for Add
633Add_CheckOut_DLG_ToolTip_Cancel=Stops the save operation as well as the Perforce step
634Add_CheckOut_DLG_ToolTip_Select=Checks out files from Perforce or marks files for add within Perforce
635Add_CheckOut_DLG_ToolTip_Skip=Skips the check out/mark for add step and proceeds to saving files.\nNote: selecting this will prevent this dialog from appearing for the files listed. You will have to manually add those files to Perforce.
636AddingBrushToWorld=Adding brush to world
637AddingForcedSpecs=Adding Forced Specs
638Additive=Additive
639AdditiveCameraDSA=Additive Camera DSA Group
640AdditiveGeom=Additive
641AddsSolids=Adds/Solids
642AdjacentCoplanars=Adjacent Coplanars
643AdjacentFloors=Adjacent Floors
644AdjacentSlants=Adjacent Slants
645AdjacentWalls=Adjacent Walls
646AdjustCore=Adjust Core
647AdjustKey_F=ADJUST KEY `~
648AdjustingBrush=Adjusting brush
649Advanced=Advanced Options
650AffectWidgetOnlyQ=Affect Widget Only?
651Align=Align
652AlignBrushVertices=Align Brush Vertices
653AlignCameras=Align Cameras
654AlignPivotToFloor=Align Pivot to Floor
655AlignToFloor=Align To Floor
656Alignment=Alignment
657AllAdjacents=All Adjacents
658AllE=All...
659AllFiles=All Files|-.-
660AllLevels=All Levels
661AllRefsTooltip="All Referenced"
662AllTemplates=All Templates
663AllowSplits=Allow Splits
664AltBoneWeightingMenu=Alt. Bone Weighting
665AmbientOcclusionSF=Ambient Occlusion
666Amount=Amount
667AnalyzeAnimSet=Analyze AnimSet
668AndWithMemory=And With Memory
669AngularAcceleration=Angular Acceleration
670AngularVelocity=Angular Velocity
671Anim2=Anim 2:
672Anim3=Anim 3:
673Anim=Anim
674AnimFrameComparison_Error_InvalidPreviewSkelMesh=ERROR: Invalid Preview Skeleton Mesh!
675AnimFrameComparison_Error_NoOtherAnimationSequence=ERROR: No Other Animation Sequence!
676AnimFrameComparison_Error_NoSelectedAnimSequence=ERROR: There is no Selected Animation Sequence!
677AnimFrameComparison_IgnoreHipRotation=Ignore Hip Rotation
678AnimFrameComparison_IgnoreHipTranslation=Ignore Hip Translation
679AnimFrameComparison_OtherAnimLabel=OtherAnim:
680AnimFrameComparison_OtherSequence=Sequence:
681AnimFrameComparison_OtherSet=Set:
682AnimFrameComparison_RotationTolerance=Rotation Tolerance
683AnimFrameComparison_SelectedAnimMesh=SelectedMesh:
684AnimFrameComparison_SelectedAnimSequence=SelectedAnim:
685AnimFrameComparison_ShowIgnoreRotationBoneList=Ignore Rotation Bone List
686AnimFrameComparison_ShowIgnoreTranslationBoneList=Ignore Translation Bone List
687AnimFrameComparison_TranslationTolerance=Translation Tolerance
688AnimNotify_Trails_MissingSocketNames=Missing socket names.
689AnimNotify_Trails_MissingSocketOnSkelMesh=Missing socket `~ on skeletal mesh
690AnimNotify_Trails_SampleDataError=Samples animation data will be incorrect due to:
691AnimNotify_Trails_SkippingError=Skipping Trails sampling of animation data due to:
692AnimPreview=Anim Preview
693AnimPreview_F=Anim Preview: %s
694AnimProperties=Animation Properties
695AnimSeqNone=AnimSeq: None
696AnimSeq_F=AnimSeq: %s Len: %4.2fs Mem: %.2fKB/%.2fKB Comp: %7.2f:1
697AnimSequence=AnimSequence
698AnimSequenceAlreadyAdditive=AnimSequence `~ is already an Additive Animation.
699AnimSequencePlayer=AnimSequence Player
700AnimSet=AnimSet
701AnimSetCaption_F=Anim: %s
702AnimSetCopy=Copy and Paste between Anim Sets
703AnimSetEditor=AnimSet Editor
704AnimSetEditor_ActiveListen=Actively listen for file system changes
705AnimSetEditor_AutoReimportTitle=Auto Import
706AnimSetEditor_F=Unreal AnimSet Editor: `~
707AnimSetNone=AnimSet: None
708AnimSetNotFound=Destination AnimSet named '`~' not found.
709AnimSetPlugins=Plugins
710AnimSetSampleNewMesh=Sequence `~: The currently selected Mesh (`~) is different from the sampled Mesh (`~). -Do you want to use the selected Mesh instead for data sampling?
711AnimSetSelectedIsSourceAnimSet=AnimSet selected in Browser is the same as the source AnimSet!
712AnimSetViewer=AnimSet Viewer
713AnimSetViewer_ChunksAll=All
714AnimSetViewer_ChunksLabel=Chunks:
715AnimSetViewer_DeleteMorphTracksContent=Delete Morph Tracks From AnimSet
716AnimSetViewer_DeleteMorphTracksTitle=Delete Morph Tracks
717AnimSetViewer_ExportMeshWithAnim=Save Skeletal Mesh?
718AnimSetViewer_ExportMeshWithAnimPrompt=Would you like to export the current skeletal mesh with the animation?
719AnimSetViewer_LoadAllAnimSets=Load All
720AnimSetViewer_LoadAllAnimSetsPrompt=Unloaded anim sets and anim sequences will not show up in the list. Do you want to load all anim sets?
721AnimSetViewer_SectionsAll=All
722AnimSetViewer_SectionsLabel=Sections:
723AnimSetViewer_ShowAllSequences=Show All Anim Sequences
724AnimSetViewer_ShowUVIndex=UV set `~
725AnimSetViewer_ShowUVs=Show UVs
726AnimSetViewer_UnrealColumnOrder=Unreal Column Order
727AnimSetViewer_MeshSpace=Mesh Space
728AnimSetViewer_UseLoadedAnimSetsOnly=Use Loaded
729AnimSet_F=AnimSet: %s Mem: %.2fMB/%.2fMB Comp: %7.2f:1
730AnimTreeCopy=Copy
731AnimTreeDuplicate=Duplicate
732AnimTreeEdComboAnimSet_F=AnimSet: `~
733AnimTreeEdComboMesh_F=Mesh: `~
734AnimTreeEdComboSocket_F=Socket: `~
735AnimTreeEdPreviewAnimSet=Preview AnimSet
736AnimTreeEditor=AnimTree Editor
737AnimTreeEditor_F=Unreal AnimTree Editor: `~
738AnimTreePaste=Paste
739AnimationCompression=Animation Compression
740AnimationCompressionSettings=Animation Compression Settings
741AnimationSequences=Animation Sequences
742AnimationSourceMeshManager=Animation Source Mesh Manager
743AnimsList=Anims List
744AnisotropicDirection=Anisotropic Direction
745AnyWeight=Any Weight
746Appearance=Appearance
747AppendAnimSet=Append AnimSet...
748AppendAnimsetError_WrongTracks=Error: Source AnimSet track mapping doesn't match destination AnimSet!
749AppendPasteKeysIntoSubtrackMenu=Paste Into Subtrack
750AppendToSpline=Append To End Of Spline
751Apply=Apply
752ApplyBrushTransform=Apply Brush Transform
753ApplyCommentStyle=Apply Comment Style
754ApplyFocalAnim=Apply Animation Data For Focal Length
755ApplyMaterial=Apply Material
756ApplyMaterialF=Apply Material : `~
757ApplyMaterialToPBFaceF=Apply Material (`~) To Face
758ApplyPBRulesetToFaceF=Apply Ruleset (`~) To Face
759ApplyPhysicalAssetMaterial=Apply Selected Physical Material to All Bodies
760ApplyPhysicalAssetMaterialF=Apply `~ to All Bodies
761ApplyPhysicalAssetMaterial_HelpText=Applies the physical material currently selected in the content browser to all bodies.
762ApplyRotation=Apply Rotation
763ApplyToSequence=Apply To Sequence
764ApplyToSet=Apply To Set
765ApplyingDetailBrushF=Applying detail brush `~ of `~
766ApplyingStructuralBrushF=Applying structural brush `~ of `~
767ApproxSize_F=Approx Size: `~x`~x`~
768Archetype_Create=Create Archetype
769Archetype_Update=Update Archetype from this instance
770AreYouSureYouWantDefaults=Are you sure you want to reset to defaults?
771Argument=Argument...
772ArgumentNumber=Argument Number
773ArrayPropertyHeader=...
774ArtTool=ArtTool
775ArtTool_HotloadMap=Hotload Map
776ArtTool_Setup=Setup ArtTool Session
777AsTexture=As Texture
778AsVector=As Vector
779Asset=Asset
780AssignLinkReference=Assign Link Reference
781AssignMaterial=Assign From Content Browser
782AssignToEvents_F=Assign `~ To Event(s)
783AssignToObjectVars_F=Assign `~ To Object Variable(s)
784Attach=Attach
785AttachActors=Attach Actors
786AttachComponent=Attach Component
787AttachEdAddActor=Add Selected Actors
788AttachEdAttach=Attach Actors (Alt B)
789AttachEdAttachToActor=Attach to Actor
790AttachEdAutoArrange=Auto Arrange Graphs
791AttachEdBaseToBe=Base to Be
792AttachEdBreakAndRemove=Break All Attachments of Selected and Remove
793AttachEdBreakParent=Break To Parent
794AttachEdClear=Clear
795AttachEdRefresh=Refresh View
796AttachEdRemoveGraph=Remove Attachment Graph
797AttachEdSkelMeshMenuBones=Bones
798AttachEdSkelMeshMenuSockets=Sockets
799AttachSelectedMesh=Attach
800AttachedMeshes=Attached Meshes
801AttachmentBase=Attachment Base
802AttachmentEditor_ToolTip=Show the attachment editor
803AudioActorsSF=Audio Actors
804AudioRadiusSF=Audio Radius
805AutoAdjustQ=Auto Adjust?
806AutoConvexCollision=Auto Convex Collision
807AutoExposure=Auto Exposure
808AutoFocus=Auto Focus?
809AutoMirrorMultiMatch=Multiple Matches For Bone '`~'.
810AutoMirrorNoMatch=No Match For Bone '`~'.
811AutoMirrorProblemCount=Mirror Table Created. There Were `~ Problems.
812AutoMirrorTable=Build Mirror Table...
813AutoPosition=Auto Position
814AutoSaveContent=Autosave Content Packages
815AutoSaveInterval1=1
816AutoSaveInterval2=5
817AutoSaveInterval3=10
818AutoSaveInterval4=15
819AutoSaveInterval5=30
820AutoSaveInterval=AutoSave Interval
821AutoSaveMaps=Autosave Maps
822AutoSavePackageTypes=Package Types To Autosave
823AutoSelect=Auto Select?
824AutomatedBuild_AutomaticSubmission=[Automatic Submission]
825AutomatedBuild_Error_AutomatedBuildAborted=Automated build aborted.
826AutomatedBuild_Error_BuildFailed=The map build failed or was canceled.
827AutomatedBuild_Error_FilesFailedCheckout=The following packages failed to checkout of source control and cannot be submitted:\n`~
828AutomatedBuild_Error_FilesFailedSave=The following packages failed to save and cannot be submitted:\n\n`~
829AutomatedBuild_Error_MapErrors=Map errors occurred while building.
830AutomatedBuild_Error_NoCLDesc=A changelist description must be provided; automated build aborted.
831AutomatedBuild_Error_NoValidLevels=None of the current levels are valid for submission; automated build aborted.
832AutomatedBuild_Error_SCCError=Cannot connect to source control; automated build aborted.
833AutomatedBuild_Error_SCCSupportNotCompiledIn=Source control support not compiled into the build; automated build aborted.
834AutomatedBuild_Error_UnsaveableFiles=The following packages cannot be checked out of source control (or are read only) and cannot be submitted:\n\n`~
835AutomatedBuild_Error_UnsavedMap=The following levels have never been saved before and cannot be submitted:\n\n`~
836AutomatedBuild_Prompt_Cancel=Cancel
837AutomatedBuild_Prompt_Proceed=Proceed
838AutomatedBuild_Prompt_Title=Automated Build Problem
839Automatic=Automatic
840Autosave_Disabled=Autosaving of maps is DISABLED
841Autosave_Enabled=Autosaving of maps is ENABLED (Next: %i:%02i min)
842Autosave_Soon=Autosave will occur in: `~ second(s)
843Axis=Axis
844BSPSF=BSP\tQ
845BSPSelect_DifferentResolutionsSelected=Different selected resolutions.\nCan only select matching for a single resolution.
846BSPSplitSF=BSP Split
847BackgroundColor=Background Color
848BackgroundMusicSetting=Background Music Settings
849BackgroundMusicSetting_Tooltip=Select the sound bank and music tracks used for editor previewing
850BakeDisplacementMapQ=Bake DisplacementMap?
851BakePivot=Save Pivot to PrePivot
852BatchProcess=Batch Process
853Bezier=Bezier
854Bind=Bind
855BindEditorHotkeys=Configure Keyboard Shortcuts...
856BlockAll=Block All
857BlockNone=No Collision
858BlockWeapons=Block Weapons
859BlockingVolumeAutoConvex=Auto Convex Collision...
860BlockingVolumeBBox=Bounding Box
861BlockingVolumeColumnX=Column (X Axis)
862BlockingVolumeColumnY=Column (Y Axis)
863BlockingVolumeColumnZ=Column (Z Axis)
864BlockingVolumeConvexHeavy=Heavy Convex Volume
865BlockingVolumeConvexLight=Light Convex Volume
866BlockingVolumeConvexNormal=Normal Convex Volume
867BlockingVolumeConvexRough=Rough Convex Volume
868BlockingVolumeCreation=Create Blocking Volume
869Blur=Blur
870BodiesConstraints_F=%d BODIES, %d CONSTRAINTS
871BodyMissingFromSkelMesh=The following Bones are in the PhysicsAsset, but not in the SkeletalMesh.\nThey should probably be removed from the PhysicsAsset:\n\n`~
872Bold="Bold"
873BoneList = Bone List
874BoneMissingFromSkelMesh=The SkeletalMesh is missing bone '`~' needed by this PhysicsAsset.
875BoneName=Bone Name
876BoundingBoxQ=Draw Bounding Box?
877Bounds=Bounds
878BoundsSF=Bounds
879Box=Box
880BreakAllLink=Break All Links
881BreakAllLinks=Break All Links
882BreakAllOpLinks=Break All Links To Object(s)\tB
883BreakEventLinks=Break Event Links
884BreakLink=Break Link
885BreakLinkTo=Break Link To
886BreakParentLink=Detach From Parent
887Browser=Browser
888BrowserCaption_F=Browser: `~
889BrowserWindows=Browser Windows
890Brush=Brush
891BrushBuilder=Brush Builder
892BrushBuilderCaption=Brush Builder `~
893BrushBuilderName_Cone=Cone
894BrushBuilderName_Cube=Cube
895BrushBuilderName_CurvedStair=Curved Staircase
896BrushBuilderName_Cylinder=Cylinder
897BrushBuilderName_Generic=Generic Builder
898BrushBuilderName_LinearStair=Linear Staircase
899BrushBuilderName_Sheet=Sheet
900BrushBuilderName_SpiralStair=Spiral Staircase
901BrushBuilderName_Tetrahedron=Tetrahedron (Sphere)
902BrushBuilderName_Volumetric=Cards
903BrushButtonGroupLabel=Brushes
904BrushClip=Brush Clip
905BrushMarkerPolys=Brush Marker Polys
906BrushSet=Brush Set
907BufferVisualization=Buffer Visualization
908BufferVisualization_ShadowSubMenu=Shadows
909BufferVisualization_BaseColor=BaseColor
910BufferVisualization_BaseColor_Help=Show fullscreen BaseColor buffer.
911BufferVisualization_BaseColorValidation=BaseColor Validation
912BufferVisualization_BaseColorValidation_Help=Show fullscreen BaseColor Validation buffer.
913BufferVisualization_MaterialAO=MaterialAO
914BufferVisualization_MaterialAO_Help=Show fullscreen MaterialAO buffer.
915BufferVisualization_Metallic=Metallic
916BufferVisualization_Metallic_Help=Show fullscreen Metallic buffer.
917BufferVisualization_None=None
918BufferVisualization_None_Help=Disable buffer visualization.
919BufferVisualization_Enable=Enable User VRT
920BufferVisualization_Enable_Help=Allows this viewport to use VRT
921BufferVisualization_Overview=Overview
922BufferVisualization_Overview_Help=Show all buffers in a grid display.
923BufferVisualization_Roughness=Roughness
924BufferVisualization_Roughness_Help=Show fullscreen Roughness buffer.
925BufferVisualization_ShadingComplexity=Shading Complexity
926BufferVisualization_ShadingComplexity_Help=Show Shading Complexity buffer.
927BufferVisualization_Normal=World Normal
928BufferVisualization_Normal_Help=Show World Normal buffer.
929BufferVisualization_StaticShadowUsage=Static Shadows On
930BufferVisualization_StaticShadowUsage_Help=Identify pixels using Static Shadows
931BufferVisualization_ContactShadows=Visualize Contact Shadows
932BufferVisualization_ContactShadows_Help=Indentify pixels that have contact shadows applied.
933BufferVisualization_ASV_TopLeft=Top Left View
934BufferVisualization_ASV_TopRight=Top Right View
935BufferVisualization_ASV_BottomRight=Bottom Right View
936BufferVisualization_ASV_BottomLeft=Bottom Left View
937Build=Build
938BuildActorsWithToggleTracksOnly=Build actors with toggle tracks only
939BuildAll=Build All
940BuildAllAndSubmit=Build All and Submit To Source Control
941BuildAllAndSubmit_ToolTip=Build All and Submit to Source Control
942BuildAllSelectedPaths=Build All (Selected AI Paths)
943BuildAnimatedActorsOnly=Build animated actors only
944BuildCombatZones=Build Combat Zones
945BuildCover=Build Cover
946BuildCoverAdjustingCoverSlots=Build Cover: Adjusting Cover Slots
947BuildCoverBuildingFireLinksF=Build Cover: Building Fire Links (`~/`~)
948BuildCoverBuildingInfluenceLinksF=Build Cover: Building Influence Links (%d/%d)
949BuildCoverBuildingOtherLinksF=Build Cover: Building Other Links (`~/`~)
950BuildCoverBuildingShortCutsF=Build Cover: Building short cuts (%d/%d)
951BuildDismemberMirror=Build dismemberment mirror table
952BuildFailed_VisibilityOnlyButVisibilityDisabled='Build Only Visibility' option was enabled but precomputed visibility is disabled! -Aborting build.
953BuildFromDismembermentRegions=Build From Dismemberment Regions
954BuildFromFilePath=Build From File Path
955BuildLightActorsOnly=Build light actors only
956BuildLightAndAnimatedActors=Build light and animated actors
957BuildOnlySelectedPylons=Build only selected Pylons?
958BuildPathsAddingForcedSpecsFE=Build Paths: Adding Forced Specs (Nav Point `~) ...
959BuildPathsAddingLongRangeReachspecs=Build Paths: Adding Long Range Reachspecs
960BuildPathsAddingReachspecs=Build Paths: Adding Reachspecs
961BuildPathsCheckingActorsForErrors=Build Paths: Checking actors for errors
962BuildPathsDefining=Build Paths: Defining
963BuildPathsNavigationPointsOnBases=Build Paths: Navigation Points on Bases
964BuildPathsResettingActors=Build Paths: Resetting Actors
965BuildPlay_Custom=Custom
966BuildPlay_Default=Default
967BuildPlay_Features=Features
968BuildPlay_Landscape=Landscape
969BuildPlay_Multiply=x
970BuildPlay_Orientation=Orientation
971BuildPlay_PS3=PS3
972BuildPlay_PSVita=PS Vita
973BuildPlay_Portrait=Portrait
974BuildPlay_Resolution=Resolution
975BuildPlay_XBOX_360=Xbox360
976BuildPlay_iPad2=iPad 2
977BuildPlay_iPad3=iPad 3
978BuildPlay_iPad4=iPad (4th generation)
979BuildPlay_iPad=iPad
980BuildPlay_iPadMini=iPad Mini
981BuildPlay_iPhone3GS=iPhone 3GS
982BuildPlay_iPhone4=iPhone 4
983BuildPlay_iPhone4S=iPhone 4S
984BuildPlay_iPhone5=iPhone 5
985BuildPlay_iPodTouch4=iPod touch (4th generation)
986BuildPlay_iPodTouch5=iPod touch (5th generation)
987BuildProgress=Build Progress
988BuildStatus=Build Status
989BuildSubmitWindow_Title=Build All And Submit
990BuildVisibleGeometry=Geometry for Visible Levels
991BuildVisibleGeometry_HelpText=Builds geometry for all visible levels.
992BuildWarningsAndErrorsString=`~ criticals \ `~ errors \ `~ warnings
993BuilderBrushSF=Builder Brush\tB
994BuildingBSP=Building BSP
995BuildingCover=Building Cover
996BuildingMesh=Building Mesh
997BuildingStatsBrowser_CombinedStats=Combined Total
998BuildingStatsBrowser_ItemActivated=Item Activated
999BuildingStatsBrowser_LODDiffuseMemBytes=LODDiffuseMemBytes
1000BuildingStatsBrowser_LODLightingMemBytes=LODLightingMemBytes
1001BuildingStatsBrowser_LightmapMemBytes=LightmapMem
1002BuildingStatsBrowser_Name=Name
1003BuildingStatsBrowser_NumInstancedStaticMeshComps=InstancedStaticMeshComps
1004BuildingStatsBrowser_NumInstancedTris=InstancedTris
1005BuildingStatsBrowser_NumStaticMeshComps=StaticMeshComps
1006BuildingStatsBrowser_Ruleset=Ruleset
1007BuildingStatsBrowser_ShadowmapMemBytes=ShadowmapMem
1008BuildingStatsBrowser_ToolTip=Show the building stats browser
1009BulkExportE=Bulk Export...
1010BulkExport_FilteredWarning=Asset types are currently filtered within the Content Browser. Only objects of the filtered types will be exported.
1011BulkExport_FilteredWarning_Title=Asset Filter in Effect
1012BulkImportE=Bulk Import...
1013BulkImport_Cancelled=The bulk import process was cancelled.
1014BulkImport_CouldNotImportFile=Could not import file '`~'.
1015BulkImport_FileCancelled=Importing '`~' cancelled.
1016BulkImport_InvalidFileSymbol=The file '`~' could not be imported. -Reason: `~.
1017BulkImport_InvalidGroupSymbol=The group '`~' could not be created. -Reason: `~.
1018BulkImport_InvalidPackageSymbol=The package '`~' could not be created. -Reason: `~.
1019BulkImport_NoValidFactory=Unable to import file: '`~'. -Could not find an appropriate actor factory for this filetype.
1020BulkImport_SomeFilesNotImported=Some files could not be imported. -Check the log for details.
1021BulkImport_Success=Bulk import completed successfully.
1022ButtonBarGroups_Brushes=Brushes
1023ButtonBarGroups_EditMode=Modes
1024ButtonBarGroups_OtherBrushes=Other Brushes
1025ButtonBarGroups_Selection=Select
1026ButtonBarGroups_Tools=Tools
1027ButtonBarGroups_Views=Views
1028ButtonBarGroups_Volumes=Volumes
1029CAPFXLibraryEditor_AttachPoint=Attach Point:
1030CAPFXLibraryEditor_EditAttachPoint=Edit Attach Point...
1031CAPFXLibraryEditor_EditAttachPointWarning=Preview Mesh must be set to edit the Attach Point!
1032CAPFXLibraryEditor_SelectAttachPoint=Select AttachPoint from `~
1033CAPFXLibraryEditor_Title=`~ Properties
1034CASCADE_CancelSoloing=Disable soloing to perform the following:
1035CASC_ModuleConvertToSeeded=Convert to seeded
1036CASC_ModuleSetRandomSeed=Set RandomSeed
1037CHN=Simplified Chinese (CHN)
1038CO_AVI=AVI
1039CO_CaptureOptions=Capture Options
1040CO_CaptureType = CaptureType
1041CO_CinematicMode=Turn on Cinematic Mode
1042CO_CinematicModeDisableInput=Disable Input
1043CO_CinematicModeDisableMovement=Disable Movement
1044CO_CinematicModeDisableTurning=Disable Turning
1045CO_CinematicModeHideHud=Hide HUD
1046CO_CinematicModeHidePlayer=Hide Player
1047CO_CinematicModeSettings=Cinematic Mode Settings
1048CO_CinematicModeTitle=Cinematic Mode
1049CO_CloseEditor=Close the editor when the capture starts
1050CO_Compress=Compress Capture
1051CO_FPS=FPS:
1052CO_Name=Name:
1053CO_ScreenShots=Screen Shots
1054CSG=CSG
1055CSGAdd=CSG : Add
1056CSGButtonGroupLabel=CSG
1057CSGDeintersect=CSG : Deintersect
1058CSGIntersect=CSG : Intersect
1059CSGSubtract=CSG : Subtract
1060CZE=Czech (CZE)
1061CachingDecoLayerLighting=Caching DecoLayer lighting
1062CachingDecoLayerLightingF=Caching DecoLayer lighting (`~ of `~)
1063CalculateBoneBreaks=Calculate Bone Break Vert Weightings
1064CalculateBoneBreaks_1=Default
1065CalculateBoneBreaks_2=Auto Detect Rigid
1066CalculateBoneBreaks_3=Rigid Body Preferred
1067CalculateMorph=Calculate Morph
1068CameraFrustumsSF=Camera Frustums
1069CameraMode=Camera Mode
1070CameraSf=Cameras
1071Cancel=Cancel
1072CancelAll="Cancel All"
1073CancelCore=Cancel Core
1074CannotDeleteList=Cannot delete: \n`~
1075CannotDeleteSpecialActor=Cannot delete special actor `~
1076CannotDuplicateList=Cannot duplicate object: '`~'\n`~
1077CannotOpenPIEMapsForEditing=Cannot open "Play in Editor" maps for editing
1078CannotRemoveFirstMoveKey=Cannot delete first key of a Relative To Initial track.
1079CaptureAudio=Capture Audio
1080CaptureAudioSection=Capture Audio Section
1081CaptureGroup=`~CG
1082CaptureResolution=Capture Resolution:
1083CaptureTrack=`~CT
1084Casc_RefreshModule=Refresh Module
1085Casc_SetFixedBounds=Set fixed bounds?
1086Casc_SyncMaterial=Sync material
1087Casc_ToggleGrid=Toggle Grid
1088Casc_Unshare=Unshare module
1089Casc_UseMaterial=Use selected material
1090CascadeCantDeleteLOD=Can't delete %s
1091CascadeCaption_F=UnrealCascade: `~
1092CascadeChangeDetailMode=Change the Detail Mode
1093CascadeHighLODModuleWarning=UnrealCascade: Attempting to `~ module while not on highest LOD
1094CascadeLODAdd=Add LOD
1095CascadeLODAddAfter=Add LOD After Current
1096CascadeLODAddBefore=Add LOD Before Current
1097CascadeLODAddError=Attempting to create module while not on highest LOD (0)
1098CascadeLODCopyError=Attempting to copy module while not on highest LOD (0)
1099CascadeLODDelete=Delete LOD
1100CascadeLODHigh=Jump to highest LOD level
1101CascadeLODHigher=Jump to higher LOD level
1102CascadeLODLabel=LOD
1103CascadeLODLow=Jump to lowest LOD Level
1104CascadeLODLower=Jump to lower LOD level
1105CascadeLODMoveError=Attempting to move module while not on highest LOD (0)
1106CascadeLODPasteError=Attempting to paste module while not on highest LOD (0)
1107CascadeLODRegenerate=Regenerate lowest LOD
1108CascadeLODRegenerateDuplicate=Regenerate lowest LOD duplicating the highest LOD
1109CascadeParticlePerfSetupTitle=Performance Setup: `~
1110CascadePerfCheck=Performance Check
1111CascadeRegenLowLODWarningLine1= WARNING
1112CascadeRegenLowLODWarningLine2=Regenerating the lowest LOD level will delete
1113CascadeRegenLowLODWarningLine3=all other LOD levels from the particle system!
1114CascadeRegenLowLODWarningLine4=Are you sure you want to do so?
1115CascadeRegenLowestLOD=Regenerate lowest LOD
1116CascadeSaveObject=Save Object
1117CascadeSaveObjectAs=Save Object As...
1118CascadeToggleSystemMovement=Toggle Movement of the Particle System
1119CascadeToggleWireSphere=Toggle Wireframe Sphere
1120CascadeTooManyLODs=Max LOD levels (8) already present
1121Cascade_InterpolationMethodLODWarning=Unable to change InterpolationMethod due to LOD level 0 setting.
1122Cascade_ModuleDeleteLODWarning=Cascade: Attempting to delete module while not on highest LOD (0)
1123Cascade_NoDeleteRequiredOrSpawn=The Required and Spawn modules may not be deleted.
1124Cascade_ReplaceTypeDataModule=Replace the existing type data module?
1125Cascade_ShowBloom=Show Bloom
1126Cascade_ShowDOF= Show DOF
1127Cascade_ShowMotionBlur=Show MotionBlur
1128Cascade_ShowPPVolumeMaterial=Show PPVolume Material
1129Cascade_ViewGeometryProperties=View Geometry Properties
1130ChangeBone=Change Bone
1131ChangeDescriptionMaterialDepChanges=Updating changed materials.
1132ChangeLightClassification=Change Light Classification
1133ChangeMesh=Change Mesh
1134ChangeRBCorrectionBones=Change Bones Driving Root Bone Correction
1135ChangeRetargetBones=Change Retarget Bones
1136ChangeSkelMesh=Change Default SkeletalMesh
1137ChangeViewMode=Change view mode
1138Changelist=Changelist
1139CharacterMorphing=Character Morphing
1140CharacterSoundSetting=Character Sound Settings
1141CharacterSoundSetting_Tooltip=Select the sound banks associated with character sound tracks used for editor previewing
1142CheckAll=Check All
1143CheckBoxListWindow_CheckAll=Select All
1144CheckBoxListWindow_UncheckAll=Unselect All
1145CheckBoxListWindow_UserEditsOnly=User Edits Only
1146CheckForErrorsE=Check for errors...
1147CheckInE=Check In...
1148CheckLogWindow=\nPlease see log window for complete listing.\n
1149CheckMapForErrorsE=Check map for errors...
1150CheckMirrorTable=Check Mirror Table
1151CheckOut=Check Out
1152CheckOutDlg_AskMeLater=Ask Me Later
1153CheckOutDlg_AskMeLaterToolTip=Don't ask again until this package is saved
1154CheckOutDlg_CancelTooltip=Cancel Request
1155CheckOutDlg_CheckOutButton=Check Out Selected
1156CheckOutDlg_CheckOutTooltip=Attempt to Check Out Checked Packages
1157CheckOutDlg_CheckedOutByOtherTip=Checked out by other
1158CheckOutDlg_MakeWritableButton=Make Writable
1159CheckOutDlg_MakeWritableTooltip=Makes selected files writiable on disk
1160CheckOutDlg_MarkAsDirty=Mark as Dirty
1161CheckOutDlg_MarkAsDirtyTip=Keeps the packages marked dirty so they can be saved later
1162CheckOutDlg_MarkAsNotDirty=Cancel
1163CheckOutDlg_MarkAsNotDirtyTip=Not saving these packages will result in slow startup times
1164CheckOutDlg_MaterialDependencyChangeMessage=The following packages contain materials that were automatically updated due to parent\nMaterial or Material Function changes. Please resave and submit to ensure fast load times.
1165CheckOutDlg_MaterialDependencyTitle=Updating Changed Materials
1166CheckOutDlg_Message=Select the objects that you wish you check out.
1167CheckOutDlg_NotCheckedOutTip=Not checked out
1168CheckOutDlg_NotCurrentTip=Not at head revision
1169CheckOutDlg_Reconnect=Reconnect
1170CheckOutDlg_ReconnectTooltip=Reconnect to source control
1171CheckOutDlg_ResaveAndCheckin=Resave and Submit
1172CheckOutDlg_ResaveAndCheckinTip=Saves locally and submits to source control
1173CheckOutDlg_Title=Check Out Objects From Source Control?
1174CheckingForUnnecessaryPathNodes=Checking for unnecessary PathNodes
1175CheckingMap=Checking map
1176CheckoutAssetsQ=Checkout Assets?
1177CheckoutPerforce='`~' is marked read only. -Should I try to check it out of Perforce?
1178ChooseADirectory=Choose A Directory
1179ChooseAnimSlot=Choose Anim Slot
1180ChooseAppendSet=Choose AnimSet to Append
1181ChooseFont=Choose Font
1182ChooseFracturedMesh=Choose Fractured Mesh
1183ChooseLODLevel=Choose LOD Level
1184ChooseNewSourceDirectory=Select New Source Directory
1185ChooseNotifyType=Choose Notify Type
1186ChooseParentNode=Choose Parent Node
1187ChooseProjectDirectory=Select Project Directory
1188ChooseProperty=Choose Property
1189ChooseToggleAction=Choose Toggle Action
1190ChooseUVIndex=Choose UV Index To Generate For
1191Choppingizing=Choppingizing
1192ChunkOptions=Chunk Options
1193ChunkSelection=Chunk Selection
1194ChunkShape=Chunk Shape
1195Cinema=Cinema
1196CinemaBlendAnimChangeAnim=Change Animation
1197CinemaBlendAnimChangeSubtrack=Switch Subtrack
1198CinemaCopyKeys=Copy Selected Keys
1199CinemaDumpFrames=Render scene to frames
1200CinemaEnableChildBone=Enable Child Bone
1201CinemaGroupSpawnedActor=Other DSA
1202CinemaGroupSpawnedAnimatedCamera=Animated Camera DSA Group
1203CinemaGroupSpawnedCamera=Camera DSA Group
1204CinemaGroupSpawnedEmitter=Emitter DSA Group
1205CinemaGroupSpawnedLight=Light DSA Group
1206CinemaGroupSpawnedPawn=Character DSA Group
1207CinemaGroupSpawnedSkel=Skeletal DSA Group
1208CinemaGroupSpawnedStatic=Static DSA Group
1209CinemaGuides=Guides
1210CinemaOutputToMovie=Render scene to AVI
1211CinemaPasteKeys=Paste Selected Keys
1212CinemaPreviewMirrored=Mirrored Preview
1213CinemaPreviewOnConsole=Preview this Cinema sequence on your %s
1214CinemaPreviewPhysics=Preview Physics Simulation
1215CinemaRecordPhysics=Record Physics Data
1216CinemaRotation=Ignore Rotation
1217CinemaRotationOffset=Ignore Offset Rotation
1218CinemaScreenshotFolder=Open the screenshots folder
1219AnimSetToGroups=Add Selected AnimSet from Content Browser to all Skeletal and Camera Groups
1220CinemaSetImportedStartFrame=Set Imported Start Frame
1221CinemaSnapTo=Snap To
1222CinemaSwitchKeyVisibility=Switch Visibility
1223CinemaTimeCode=Frame Label Style
1224CinemaTimeCodeFrames=Frames
1225CinemaTimeCodeMinutesSeconds=Minutes:Seconds
1226CinemaTimeCodeMinutesSecondsFrames=Minutes:Seconds:Frames
1227CinemaTrimAnimEnd=Trim Animation End
1228CinemaTrimAnimStart=Trim Animation Start
1229CinemaSplitAnim=Split Animation
1230CinemaVersion=Cinema Version
1231CinemaZoomToScrub=Zoom Relative to the Time Slider
1232Cinema_Launch_Setup=Cinema Launch Setup
1233Class=Class
1234CleanBSPMaterials=Clean BSP Materials
1235CleanBSPMaterialsReportF=Cleared `~ BSP material references. -Check log window for further details.
1236CleanUpKismet=Cleanup Kismet
1237CleaningUpE=Cleaning up...
1238ClearFaceVariationAssignments=Clear Face Variation Assignments
1239ClearForcedPaths=Clear Forced Paths
1240ClearGroupLookup=Clear Transform Lookup Group
1241ClearGroupLookup_F=Clear Transform Lookup Group (`~)
1242ClearIgnore=Clear light ignore list
1243ClearKismetBreakpoints=Clear All Breakpoints
1244ClearLinksFromCoverGroup=CoverGroup: Clear Links
1245ClearNavPointsFromRoute=Route: Clear NavPoints
1246ClearObjectVars=Clear Object Variable(s)
1247ClearPBMaterialFaceAssignments=Clear Material Face Assignments
1248ClearPreviews=Clear Previews
1249ClearProscribedPaths=Clear Proscribed Paths
1250ClearQ=Clear
1251ClearStreamingBounds=Clear Streaming Bounds
1252ClearStreamingVolumes=Clear Streaming Volumes
1253ClickToMoveBehind=Click to move the selected white strip behind the blue strip.
1254ClickToMoveInFront=Click to move the selected white strip in front of the blue strip.
1255ClickToSelectSortStrip=Click the mesh to select the strip for which you wish to change the drawing order.
1256ClimbUp=Climb Up
1257ClipPadSaveAs="Save To Clip Pad"
1258ClipPadSelect="Paste From Clip Pad"
1259CloneBrowser=Clone Browser
1260Close=Close
1261ClothBoneEditor=Cloth Bone Editor
1262ClothEditor= Cloth Editor
1263ClothEditorCaption_F=Cloth Setup: %s
1264Cluster=Cluster
1265ClusterSounds=Cluster Sounds
1266ClusterSoundsWithAttenuation=Cluster Sounds With Attenuation
1267CollapseAll=Collapse all
1268CollapseAllCategories=Collapse All Categories
1269CollectionHelper_AddAssetsFailed=Collection Helper failed to add assets to collection `~.
1270CollectionHelper_ClearCollectionFailed=Collection Helper failed to destroy collection `~.
1271CollectionHelper_CreateCollectionFailed=Collection Helper failed to create collection `~.
1272CollectionHelper_NotInitialized=Collection Helper is not initialized.
1273CollectionHelper_QueryCollectionFailed=Collection Helper failed to query assets for collection `~.
1274CollectionHelper_ReadOnly=Collection Helper unable to access database.
1275CollectionHelper_RemoveAssetsFailed=Collection Helper failed to remove assets from collection `~.
1276CollectionHelper_SetCollectionClearFailed=Collection Helper failed to clear assets for collection `~.
1277Collision=Collision
1278CollisionGeometry=Collision Geometry
1279CollisionModes=Collision Modes
1280CollisionSF=Collision\tC
1281ColorPicker_Title=Select a Color
1282ColorScale=Color Scale
1283CommentText=Comment Text:
1284CommentToBack=Move Comment To Back
1285CommentToFront=Move Comment To Front
1286CommentsNames=Comments/Names
1287CompareAnimFrames=Compare Animation Frames
1288CompleteCopyToClipboard=Complete Copy To Clipboard (Contains editline objects)
1289ComplexPathOptions=Complex Options
1290ComponentMenu=Component
1291ComponentName=Component Name
1292Compress=Compress
1293CompressedAnimSeq_F=AnimSequence compressed successfully\nUncompressed size: %7.2fK\nPrevious size: %7.2fK New size: %7.2fK Saving: %7.2fK\nCompression ratio: %7.2f:1
1294CompressedAnimSet_F=Compressed AnimSet\nUncompressed size: %7.2fMB\nPrevious size: %7.2fMB New size: %7.2fMB Saving: %7.2fMB\nCompression ratio: %7.2MB:1
1295CompressingLightMapsF=(`~) compressing mip (`~ of `~)
1296CompressingTexture=Compressing `~ mip (`~ of `~)
1297CompressionAlgorithms=Compression Algorithms
1298CompressionPercent=Compression Percent
1299ConfirmBreakAllLinks=Are you sure you want to break all links?
1300ConfirmClearStreamingVolumesDlgMsg=Are you sure you want to clear streaming volumes?
1301ConfirmClosingWithMissingNodes=There are unlinked nodes. They will be lost. Are you sure you want to close?
1302ConnectToFunctionOutput=Connect to Function Output "`~"
1303ConnectToMaterialInput=Connect to "`~"
1304ConsolidateAssetsCriticalFailureDlg_Msg=CRITICAL FAILURE:\nOne or more assets were partially consolidated, yet still cannot be deleted for some reason. It is highly recommended that you restart the editor without saving any of the assets or packages.\n\nAffected Assets:\n`~\n\nPotentially Affected Packages:\n`~
1305ConsolidateAssetsCriticalFailureDlg_Title=Critical Failure to Consolidate Assets
1306ConsolidateAssetsFailureDlg_Msg=The assets below were unable to be consolidated. This is likely because they are referenced by the object to consolidate to.\n\n
1307ConsolidateAssetsFailureDlg_Title=Failed to Consolidate Assets
1308ConsolidateAssetsRootSetDlg_Msg=The assets below were in the root set and we must remove that flag in order to proceed. -Being in the root set means that this was loaded at startup and is meant to remain in memory during gameplay. -For most assets this should be fine. -If, for some reason, there is an error, you will be notified. -Would you like to remove this flag?\n\n
1309ConsolidateAssetsRootSetDlg_Title=Root Set Objects Detected
1310ConsolidateAssetsUpdate_CheckAssetValidity=Determining Validity of Assets...
1311ConsolidateAssetsUpdate_Consolidating=Consolidating Assets...
1312ConsolidateAssetsUpdate_DeletingObjects=Deleting Assets...
1313ConsolidateAssetsUpdate_FindingReferences=Finding Asset References...
1314ConsolidateAssetsUpdate_ReplacingReferences=Replacing Asset References...
1315ConsolidateAssetsUpdate_RootSetCheck=Checking Assets for Root Set...
1316ConsolidateWindow_Title=Consolidate Assets
1317Constant=Constant
1318ConstraintsSF=Constraints
1319Containing=Containing
1320Content=Content
1321ContentBrowserContext_ResimplifyMesh=Resimplify Mesh...
1322ContentBrowserContext_SimplifyMesh=Simplify Mesh...
1323ContentBrowser_AutoLoadPackages_Add=Add to auto load startup list
1324ContentBrowser_AutoLoadPackages_Clear=Clear auto load startup list
1325ContentBrowser_AutoLoadPackages_Remove=Remove from auto load startup list
1326ContentBrowser_AutoLoadPackages_Toggle=Toggle states in auto load startup list
1327ContentBrowser_Caption_ToolTip=Show the content browser
1328ContentBrowser_OpenPackageDialogCaption=Open Package File
1329ContentBrowser_PackageTreeContext_RemoveFromFolder=Remove From Folder...
1330ContentBrowser_SetMaterialPreviewBackgroundColor=Set Material Preview Background Color...
1331ContentBrowser_SetTranslucentMaterialPreviewBackgroundColor=Set Translucent Material Preview Background Color...
1332ContentBrowser_ToolTip=Show the content browser
1333ContentBrowser_ViewMenu=Content
1334Continue=Continue
1335ContinueQ=Continue?
1336ContinueRealtimeDebugging=Continue (Alt+F8)
1337ContinueWithBuildAllQ=These levels will not be rebuilt; also, leaving them hidden may invalidate what is built in other levels. -Continue with build?
1338ConvertBoxCollision=Convert Boxes to Convex
1339ConvertBoxCollisionFailedPrompt=Failed to convert box collision to convex
1340ConvertBoxCollisionPrompt=Are you sure you want to convert all box collision?
1341ConvertCollisionModelToBrush=Convert Collision Model To Brush
1342ConvertFSMAToStaticMesh=Convert Fractured to StaticMeshActor
1343ConvertFoliageToStaticMesh=Convert InteractiveFoliageActor to StaticMeshActor
1344ConvertKActorToMover=Convert KActors to Mover
1345ConvertKActorToStaticMesh=Convert KActor to StaticMeshActor
1346ConvertLights=Convert Light
1347ConvertLightsToDominant=Convert to Dominant
1348ConvertLightsToMovable=Convert to Movable
1349ConvertLightsToToggleable=Convert to Toggleable
1350ConvertMenu=Convert
1351ConvertMeshes=Convert Meshes
1352ConvertMoverToKActor=Convert Mover To KActor
1353ConvertMoverToStaticMesh=Convert Mover To StaticMeshActor
1354ConvertProcBuilding=Convert to ProcBuilding
1355ConvertSkeletalMesh=Convert Skeletal Mesh
1356ConvertSkeletalMeshKismetRefSkipped=Skipped converting `~ because it is referenced by Kismet.
1357ConvertStaticMesh=Convert to Static Mesh
1358ConvertStaticMeshToFSMA=Convert StaticMeshActor To Fractured
1359ConvertStaticMeshToFoliage=Convert StaticMeshActor To InteractiveFoliageActor
1360ConvertStaticMeshToKActor=Convert StaticMeshActor To KActor
1361ConvertStaticMeshToMover=Convert StaticMeshActor To Mover
1362ConvertStaticMeshToNavMesh=Convert StaticMeshActor To NavMesh
1363ConvertStaticMeshToNavMesh_NoMeshAssignedToStaticMeshActor=Cannot convert the selected mesh '`~' to a NavMesh because it doesn't have a StaticMesh assigned.
1364ConvertStaticMeshToStaticMeshBasedOnExtremeContent=Convert StaticMeshActor To SM Based on ExtremeContent
1365ConvertTerrainE=Convert All Terrains to Landscapes
1366ConvertToAdd=Convert To Add
1367ConvertToBallAndSocket=Convert To Ball And Socket
1368ConvertToBlendAnimTrack=Convert to BlendAnim Track
1369ConvertToBlockingVolume=Convert To Blocking Volume
1370ConvertToClamp=Convert To Clamp
1371ConvertToConstant=Convert To Constant
1372ConvertToCubemap=Convert to Cubemap...
1373ConvertToDiv=Convert To Divide
1374ConvertToHinge=Convert To Hinge
1375ConvertToMul=Convert To Multiply
1376ConvertToPanoramic=Convert to Panoramic image...
1377ConvertToParameter=Convert To Parameter
1378ConvertToPrismatic=Convert To Prismatic
1379ConvertToSeeded=Convert to seeded modules
1380ConvertToSkeletal=Convert To Skeletal
1381ConvertToSub=Convert To Subtract
1382ConvertToTextureObject=Convert To Texture Object
1383ConvertToVolume=Convert To Volume
1384ConvertingLights=Converting Lights
1385ConvertingPVRTextures=Converting texture `~ of `~ (`~) to PVRTC
1386ConvertingSkeletalMeshes=Converting Skeletal Meshes
1387ConvexDecomposition=Convex Decomposition
1388CookingSound=Cooking Sound
1389CookingSoundf=Cooking Sound `~ of `~ (`~)
1390Copy=Copy
1391CopyA=Copy\tCtrl C
1392CopyBoneNameToClipBoard=Copy Bone Name Selection To Clipboard
1393CopyBoneNamesToClipboard=Copy Bone Names To Clipboard
1394CopyConnections=Copy Connections
1395CopyConstraint=Copy Constraint
1396CopyGroup=Copy Group
1397CopyJointSettingsToAll=Copy Joint Settings To All
1398CopyMirrorTableFromMesh=Copy Mirror Table From Selected SkelMesh
1399CopyMirrorTableToClipboard=Copy Mirror Table To Clipboard
1400CopyModule=Copy Module
1401CopyNotifies=Copy Notifies
1402CopyPasteAnimSet=Copy and Paste Between Anim Sets
1403CopyPropertiesTo=Copy Properties To.. [C]
1404CopyReference=Copy Reference\tCtrl+C
1405CopySelectedActorsInNonCurrentLevel=Some selected actors are not in the current level and will not be copied.
1406CopySequence=Copy Sequence(s) to selected or current AnimSet
1407CopySequenceName=Copy Sequence Name To Clipboard
1408CopySequenceNameList=Copy Sequence Name List To Clipboard
1409PrefabSequenceRenameError=Renaming the Prefabs sequence is not allowed.
1410CopySockets=Copy Sockets
1411CopySocketsA=Copy Sockets\tCtrl C
1412CopyToAllJoints=Copy Joint Settings To All Joints
1413CopyToAllJointsWarning=This will set all joints in the PhysicsAsset to the same settings as the selected one.\nAre you sure?
1414CopyToClipboard=Copy To Clipboard
1415CopyAllToClipboard=Copy All to Clipboard
1416CopySelectedToClipboard=Copy Selected to Clipboard
1417CopyTrack=Copy Track
1418CopyTrack=Copy Track
1419CopyTranslationBoneNames=Copy TranslationBoneNames to Selected AnimSets
1420CopyWeightedBoneNamesToClipboard=Copy Weighted Bone Names To Clipboard
1421Core=Core
1422CouldNotCreateAnyCues=Could not create any Sound Cues. -Sound Nodes can only be clustered if they have a common name delimited by a number.
1423CouldNotCreateTheFollowingCuesNamesInUse=Couldn't create the following cues because their names are already in use:
1424Cover=Cover
1425Coverslip=Cover Slip
1426Create=Create
1427CreateACopy=Create a Copy...
1428CreateANewObject=Create A New Object
1429CreateBodyForAllBones=Create Body For All Bones
1430CreateCameraActorAtCurrentCameraLocation=Create DSA Camera Actor at Current Camera Location
1431CreateClassMoveInfo=Create Class Relocation Info
1432CreateCompoundExpression=Create compound expression
1433CreateCubemapAssetFromActor=Create Cubemap asset from Capture Actor
1434CreateFunctionFromSelection=Create material function from selection
1435CreateGroupTab_Caption=Group Tab Name:
1436CreateGroupTab_Title=Create Group Tab
1437CreateHipshiftingPreset=Create Hipshifting Preset
1438CreateImageInputE=Create Substance Image Input
1439CreateInstanceE=Create New Substance Graph Instance
1440CreateJoints=Create Joints
1441CreateMICsForActors=Create MIC Destination For Selected Actors
1442CreateMaterialInstanceConstant=Create New InstanceConstant
1443CreateMaterialInstanceTimeVarying=Create New InstanceTimeVarying
1444CreateNewEntryFromCurrentSelection=Create New Entry From Current Selection
1445CreateNewEvent_F=Create New `~ Event
1446CreateNewGroupTab=Create New Group Tab...
1447CreateNewMaterial=Create New Material
1448CreateNewMaterialInstanceConstant=Create New Material Instance Constant
1449CreateNewMaterialInstanceTimeVarying=Create New Material Instance Time Varying
1450CreateNewPhysicsAsset=Create New Physics Asset
1451CreateNewSequence=Create New Sequence
1452CreateNewVar_F=Create New `~ Variable
1453CreatePresetParticleEmitter=Create Preset Particle Emitter
1454CreateSeqObj=New Sequence Object
1455CreateSeqObj_Category=Category
1456CreateSeqObj_Name=Name
1457CreateSeqObj_Type=Type
1458CreateStaticTextureE=Create Static Texture...
1459CreateTab=Create Tab
1460CreateValidStageMarkGroup=Would you like to create new group for stage mark? You need to connect valid actor to it.
1461CreatedNCues=Created `~ cues.
1462CreatingNewMeshSections=Creating New Mesh Sections
1463CreatingStaticMeshE=Creating static mesh...
1464CropAnimationKey=Crop Animation Key
1465CropBeginningFrames=Crop Beginning Frames
1466CropEndFrames=Crop End Frames
1467CtrlPointColor=Control Point Color
1468CtrlVertColor=Control Vertex Color
1469Current=Current
1470CurrentLevel=Current Level
1471CurrentSequence=Current Sequence
1472Curve=Curve
1473CurveAuto=Curve (Auto)
1474CurveAutoClamped=Curve (Auto/Clamped)
1475CurveBreak=Curve (Break)
1476CurveEdPresetCaption=CurveEd Preset Selection `~
1477CurveEdPreset_CurveName=Curve
1478CurveEdPreset_EndValue=End Value
1479CurveEdPreset_Frequency=Frequency
1480CurveEdPreset_HighValue=High Value
1481CurveEdPreset_InvalidSetting=Invalid setting on preset for\n`~
1482CurveEdPreset_LowValue=Low Value
1483CurveEdPreset_NumSamples=# Samples
1484CurveEdPreset_Scale=Scale
1485CurveEdPreset_StartValue=Start Value
1486CurveEdPreset_X2_Red2_X Min=X2/Red2/X Min
1487CurveEdPreset_X_Red_X Max=X/Red/X Max
1488CurveEdPreset_Y2_Green2_Y Min=Y2/Green2/Y Min
1489CurveEdPreset_Y_Green_Y Max=Y/Green/Y Max
1490CurveEdPreset_Z2_Blue2_Z Min=Z2/Blue2/Z Min
1491CurveEdPreset_Z_Blue_Z Max=Z/Blue/Z Max
1492CurveEd_CurveLabelContext_UpgradeInterpMethod=Upgrade Curve Tangents
1493CurveEd_KeyContext_DeleteSelected=Delete
1494CurveEd_TabComboBox_Desc=Use this to filter curves such that only the selected tab set of curves is visible.
1495CurveEd_ToolBar_FitViewToAll=Fit View To All
1496CurveEd_ToolBar_FitViewToSelected=Fit View To Selected
1497CurveEd_ToolBar_ShowAllCurveTangents=Show All Curve Tangents
1498CurveEdit=Curve Edit
1499CurveEditor=Curve Editor
1500CurveEditorCaption_F=Unreal Curve Editor: `~
1501CurveTabCreate=Create Curve Tab
1502CurveTabDelete=Delete Curve Tab
1503CurveUser=Curve (User)
1504CurvesMenu=Curves
1505Custom=Custom
1506CustomLighting=Custom Lighting
1507CustomLightingDiffuse=Custom Lighting Diffuse
1508CustomRefsTooltip="Custom Depth"
1509Cut=Cut
1510CutA=Cut\tCtrl X
1511CutConnections=Cut Connections
1512CutGroup=Cut Group
1513CutToGroup=Cut To Group
1514CutTrack=Cut Track
1515DEU=German (DEU)
1516DamageRegions=Damage Regions
1517Debug=Debug
1518DebugMenu_LoadUserSettings=Load User Settings
1519DebugMenu_SaveUserSettings=Save User Settings
1520DebugMenu_TestAutoSave=AutoSave
1521DebugMenu_TestCrashCatcher=Crash
1522DebugMenu_TestGarbageCollection=GC
1523DebugMenu_ToggleSystemBeep=System Beeps (TECH 3234)
1524DecalInfoSF=Decal Info
1525Decals=Decals
1526DecalsSF=Decals\tE
1527Default=Default
1528DefaultMaterialE=Create Material
1529DefaultShowFlags=Default Show Flags
1530DefaultSkelMeshNotFound=AnimSequence `~ doesn't have a default skeleletal mesh set. Aborting conversion to additive animation.
1531DefaultTabCannotBeDeleted=Default tab can not be deleted!
1532Defaults=Defaults
1533DefiningPaths=Defining Paths
1534Deintersect=Deintersect
1535DeintersectingBrushWithWorld=Deintersecting brush with world
1536Delete=Delete
1537DeleteA=Delete
1538DeleteActors=Delete Actors
1539DeleteAll=Delete All
1540DeleteBody=Delete Body
1541DeleteBodyBelow=Delete All Bodies Below..
1542DeleteBoneBreaks=Delete Bone Break Vert Weightings of Selected Bones
1543DeleteCoverSlots=Delete Cover Slots
1544DeleteCurrentConstraint=Delete Current Constraint
1545DeleteCurrentPrimitive=Delete Current Primitive [DEL]
1546DeleteEmitter=Delete Emitter
1547DeleteFolder=Delete Folder
1548DeleteFolderAndGroup=Delete Folder and Group
1549DeleteGroup=Delete Group
1550DeleteGroupTab=Delete Group Tab
1551DeleteInput=Delete Input
1552DeleteLayer=Delete Layer
1553DeleteMirrorTable=Delete Mirror Table
1554DeleteModule=Delete Module
1555DeleteMorph=Delete Morph Target
1556DeletePrimitive=Delete Primitive
1557DeleteSection=Delete Section
1558DeleteSelected=Delete Selected
1559DeleteSelectedActorsGroup=Delete Selected Actors from Group
1560DeleteSelectedActorsLayer=Delete Selected Actors from Layer
1561DeleteSelectedClasses=Delete Selected Sound Class(es)
1562DeleteSelectedItem=Delete Selected Item
1563DeleteSelectedItems=Delete Selected Items
1564DeleteSelectedKeys=Delete Selected Keys
1565DeleteSelectedNodes=Delete Selected Node(s)
1566DeleteSequence=Delete Sequence
1567DeleteSequenceConfirm=Are you sure you want to deleted the selected sequence(s)?
1568DeleteSkelControlChain=Delete SkelControl Chain
1569DeleteSocket=Delete Socket
1570DeleteSubSkel=Delete
1571DeleteTrack=Delete Track
1572DeleteWithReferences=Delete With References
1573Deleting=Deleting
1574Deletingf=Deleting (`~ of `~)
1575Delta=Delta
1576DemoteSplineCtrlPoint=Remove Control Point
1577DensityRenderingOptions=Density Rendering Options
1578Depth=Depth
1579DepthMode=Depth Mode
1580DepthOfFieldSF=Depth Of Field
1581DeselectActors=Deselect Actors
1582DeselectAllLevels=Deselect All
1583DeselectLevels=Deselect Levels
1584DestAndSrcSeqsMatch=Source and destination sequences are the same.
1585DestAnimSequenceName=Destination sequence name:
1586DestSeqAlreadyContainsMetadataMergeQ=The destination sequence already contains `~ metadata. -Delete these before copying?
1587DestSeqAlreadyContainsNotifiesMergeQ=The destination sequence already contains `~ notifies. -Delete these before copying?
1588DestSeqNotFoundF=Destination sequence named '`~' not found.
1589Destroyable=Destroyable
1590DestroyableChunks=Destroyable Chunks
1591Detach=Detach
1592DetachSelectedMesh=Detach
1593DetailLighting=Detail Lighting
1594DetailMode=Detail Mode
1595Diffuse=Diffuse
1596DirectRefsTooltip="Directly Referenced Only"
1597DirectorGroup=Director Group
1598DirtyPackageDialog_Cancel=Cancel
1599DirtyPackageDialog_Cancel_Tooltip=Cancel all saving and return to the Unreal Editor
1600DirtyPackageDialog_Message=These packages have been changed and need to be saved.\nPackages that are not fully loaded will be fully loaded as a result of the save.\nSelect the packages you would like to save.
1601DirtyPackageDialog_SaveNone=Don't Save
1602DirtyPackageDialog_SaveNone_Tooltip=Do not save any files
1603DirtyPackageDialog_SaveSelected=Save Selected
1604DirtyPackageDialog_SaveSelected_Tooltip=Fully load and save the selected packages
1605DirtyPackageDialog_Title=Save Changes
1606Disable=Disable
1607DisableCollision=DISABLE COLLISION...
1608DisableCollisionWith=Disable Collision With...
1609DisableSceneOffsetAfterCurrentTime=Disable Gameplay Scene Offset After Current Time
1610DismembermentPreset=Character Dismemberment Preset
1611DismembermentRegions=Dismemberment Regions
1612Distortion=Distortion
1613DlgBindHotkeys_Title=Configure Keyboard Shortcuts
1614DlgBuildProgressTitle=Building Map...
1615DlgCaptionAttachmentActorNames=Attach to actor:
1616DlgCaptionAttachmentBoneNames=Attach to bone:
1617DlgCaptionAttachmentChildBoneNames=Child Attach Bone:
1618DlgCaptionCinemaAVIRenderHeight=Height
1619DlgCaptionCinemaAVIRenderPreset=Preset AVI Render Spec
1620DlgCaptionCinemaAVIRenderWidth=Width
1621DlgCaptionCinemaAnimation=Animation:
1622DlgCaptionCinemaAttachmentGroupNames=Attach to group:
1623DlgCaptionCinemaClothAction=Cloth Action:
1624DlgCaptionCinemaHideMaterials=Material Slot Key:
1625DlgCaptionCinemaNewStartFrame=New Imported Start Frame
1626DlgCaptionCinemaNewTimeInFrames=New Time (In Frames)
1627DlgCaptionCinemaSetAttachOfsLoc=Relative Location Offsets
1628DlgCaptionCinemaSetAttachOfsPitch=Pitch
1629DlgCaptionCinemaSetAttachOfsRoll=Roll
1630DlgCaptionCinemaSetAttachOfsRot=Relative Rotation Offsets
1631DlgCaptionCinemaSetAttachOfsX=X
1632DlgCaptionCinemaSetAttachOfsY=Y
1633DlgCaptionCinemaSetAttachOfsYaw=Yaw
1634DlgCaptionCinemaSetAttachOfsZ=Z
1635DlgCaptionCinemaSetForcedLod=Forced LOD Model ( 1 for default)
1636DlgCaptionCinemaTrack=Subtrack:
1637DlgCaptionCinemaTranslateSceneXOffset=X Offset
1638DlgCaptionCinemaTranslateSceneYOffset=Y Offset
1639DlgCaptionCinemaTranslateSceneZOffset=Z Offset
1640DlgCaptionGroupName=Group Name
1641DlgCaptionIKAttachNames=Attach Point:
1642DlgCaptionIKAttachTypes=Attach Type:
1643DlgCaptionIKStrategyType=IK Strategy Type:
1644DlgCaptionIKTargetGroupNames=Target Group:
1645DlgCaptionIKUseTargetRotation=Use Target Rotation
1646DlgCaptionMixerState=Mixer State
1647DlgCaptionSelectActor=Select Actor
1648DlgCaptionShotLabel=Shot Label
1649DlgDSAChangeWarningCheckBoxLabel=Don't show this message again.
1650DlgDSAChangeWarningMessage=Making changes to a Cinema spawned actor (DSA) from the Actor Properties\nwindow will not actually affect the actor. -Changes must be made to the\nactor factory in Track Properties.
1651DlgDSAChangeWarningTitle=Notice
1652DlgGeometryToolsTitle=Geometry Tools
1653DlgInterpEditorFullInterval=Full Interval:
1654DlgInterpEditorIntervalEnd=Interval End:
1655DlgInterpEditorIntervalStart=Interval Start:
1656DlgInterpEditorKeyReductionTitle=Key Reduction Options
1657DlgInterpEditorKeyReductionTolerancePercent=Tolerance (percent):
1658DlgInterpEditorNormalizeVelocityTitle=Normalize Velocity
1659DlgIssueReporterDescription=Description
1660DlgListCinemaAVIRenderPreset=Custom
1661DlgListCinemaAVIRenderPresetCustom=Custom
1662DlgListCinemaAVIRenderPresetHD=HD (16:9) (1280:720)
1663DlgListCinemaAVIRenderPresetHDHalf=HD Half (16:9) (640x360)
1664DlgListCinemaAVIRenderPresetHDLarge=HD (16:9) (1920x1080)
1665DlgListCinemaAVIRenderPresetSD=SD (4:3) (640x480)
1666DlgListCinemaAVIRenderPresetSDHalf=SD Half (4:3) (320x240)
1667DlgListCinemaAVIRenderPresetSDLarge=SD Large (4:3) (1024x768)
1668DlgProgressTitle=Please Wait...
1669DlgSoundNodeWaveOptions=Compression Preview Window
1670DlgStaticMeshToolsTitle=Static Mesh Tools
1671DlgTipOfTheDay_HelpText_TipOfTheDay=Shows the tip of the day dialog.
1672DlgTipOfTheDay_NextTip=Next Tip
1673DlgTipOfTheDay_ShowTipsAtStartup=Show tips at startup
1674DlgTipOfTheDay_TipOfTheDay=Tip of the Day
1675DlgTipOfTheDay_Title=Tip of the Day
1676DlgTitleAddToSuperGroup=Add to Super Group
1677DlgTitleCinemaAVIRender=AVI Render
1678DlgTitleCinemaBackgroundMusicSettings=Background Music Settings
1679DlgTitleCinemaBlendAnimChangeAnim=Change Animation
1680DlgTitleCinemaCharacterSoundSettings=Character Sound Settings
1681DlgTitleCinemaHideMaterials=Hide Materials
1682DlgTitleCinemaNewAttachmentKey=Attachment Properties
1683DlgTitleCinemaNewBlendAnimKey=New Blend Animation
1684DlgTitleCinemaNewCameraAnimKey=New Camera Animation
1685DlgTitleCinemaNewClothKey=New Cloth Key
1686DlgTitleCinemaNewIKKey=IKTrack Targets Properties
1687DlgTitleCinemaNewImportedStartFrame=New Imported Start Frame
1688DlgTitleCinemaNewTimeInFrames=New Time (In Frames)
1689DlgTitleCinemaRenderSettings=Render Settings
1690DlgTitleCinemaSetForcedLod=Set Forced LOD Model
1691DlgTitleCinemaTranslateScene=Translate Scene
1692DlgTitleNewShotLabel=New Shot Label
1693DlgTitleNewStaticActorAttachment=New Actor Attachment
1694DlgTitleNewSuperGroup=New Super Group
1695DlgTitleSelectActor=Select Actor
1696DlgTitleSetEditorMixerState=Set Current Editor Mixer State
1697DoContinueSaveWithBadArt=\nArt asset errors have been detected, please see the log window for more information.\n\nWould you like to continue the save?\n
1698Docked=Docked
1699Docking=Docking
1700DominantWeight=Dominant Weight
1701DoubleSidedShadowTriangles_F=Double Sided Shadow Triangles: -`~
1702Drag3DCurveHandle=Drag 3D Curve Handle
1703Drag3DTrajectoryHandle=Drag 3D Trajectory Handle
1704DragDropContextMenu_DropApplyMaterialToActor=Apply Drop as Material to Actor
1705DragDropContextMenu_DropApplyMaterialToSurface=Apply Drop as Material to Surface
1706DragDropContextMenu_DropApplyRulesetToProcBuildingActor=Apply Drop as Ruleset to ProcBuilding Actor
1707DragDropContextMenu_DropAsPrefabInstance=Drop as Prefab Instance
1708DragDropContextMenu_DropReplaceSelected=Replace Selected Actors with Actors
1709DragDrop_Error_PrefabNotPlaceable=Cannot drop asset as prefab instance as it contains no placeable objects!
1710DragDrop_Transaction_ApplyMaterialToActor=Apply Material to Actor
1711DragDrop_Transaction_ApplyMaterialToSurface=Apply Material to Surface
1712DragDrop_Transaction_ApplyRulesetToProcBuildingActor=Apply Ruleset to ProcBuilding Actor
1713DragGrid=Drag Grid
1714DrawGroundBox=Draw Ground Box
1715DropTarget_UndoReplaceActor=Replace Actor With Asset (Drag and Drop)
1716DropTarget_UndoSetActorMaterial=Assign Material (Drag and Drop)
1717DropTarget_UndoSetBSPMaterial=Assign Material (Drag and Drop)
1718DumpSequenceDataToFile=Dump Sequence Data To File
1719Duplicate=Duplicate
1720DuplicateA=Duplicate\tCtrl+D
1721DuplicateActors=Duplicate Actors
1722DuplicateCurrentPrimitive=Duplicate Current Primitive
1723DuplicateEmitter=Duplicate Emitter
1724DuplicateFromHigher=Duplicate next higher LOD
1725DuplicateFromHighest=Duplicate highest LOD
1726DuplicateGroup=Duplicate Group
1727DuplicateSelectedItem=Duplicate Selected Item\tCtrl+W
1728DuplicateSelectedItems=Duplicate Selected Items\tCtrl+W
1729DuplicateSelectedKeys=Duplicate Selected Keys
1730DuplicateShareEmitter=Duplicate + Share Emitter
1731DuplicateWithReferences=Duplicate With References
1732DynLightComplexity=Dynamic Light Complexity
1733DynShadowComplexity=Dynamic Shadow Complexity
1734DynamicShadowsSF=Dynamic Shadows
1735E&xit=E&xit
1736ESM=Latin American Spanish (ESM)
1737ESN=European Spanish (ESN)
1738Edge=Edge
1739Edit=Edit
1740EditAttachmentLabel = Edit Attachment
1741EditBodyProperties=Edit Body Properties
1742EditComment=Change Comment
1743EditConstraintProperties=Edit Constraint Properties
1744EditIKTrackTargets=Edit IK Track Targets
1745EditInlineNewAreYouSure=This operation will destroy any exiting object(s). -Are you sure?
1746EditLinkedObj=Edit LinkedObj
1747EditNodesE=Edit Nodes...
1748EditNotify=Edit Notify
1749EditPlayWorldURLDlg_PlayUsingURL=Play
1750EditPlayWorldURLDlg_Save=Save Settings
1751EditPlayWorldURLDlg_Title=Launch Options
1752EditPlayWorldURLDlg_URLLabel=Commandline
1753EditPlayWorldURL_MapNameError=The map name of a PIE commandline cannot be different from the loaded map. -The map name will be reset.
1754EditPlayWorldURL_MapNameErrorTitle=Map Name Error
1755EditProperties=Edit Properties
1756EditSplineInVal=Edit Min/Max of Spline's InVals
1757EditingDisabledWhenMirrored=Editing active skeleton properties disabled while mirrored
1758EditingDisabledWhenMirrored_Cinema=No Edit (mirrored)
1759EditorCascade=Editor (Cascade)
1760EditorFrame_AutoApexReimport_Alert=Apex Asset Automatic Reimport
1761EditorFrame_AutoTextureReimport=`~ reimported from `~
1762EditorFrame_AutoTextureReimport_Alert=Texture Automatic Reimport
1763EditorFrame_Tools_WidgetSettings=Widget Settings
1764EditorLanguageChangeDlg_Title=Editor Language Change
1765EditorLanguageChangeDlg_Warning=Language change will not go into effect until the editor is restarted.
1766EditorLensFlare=LensFlare Editor
1767EditorLighting=Lit Previs
1768EditorModeButtonBar_MeshPaint=Mesh Paint Mode | Shift+6
1769EditorMode_Mobile=Mobile
1770EditorMode_UDK=UDK
1771EditorPreferences=Editor Preferences
1772EditorPreferences_RenderMode=Switch Renderer
1773EditorPreferences_RenderMode_DX11=DirectX 11
1774EditorPreferences_RenderMode_DX9=DirectX 9
1775Effects=Effects
1776ElementsWithZeroTriangles=`~ element(s) with zero triangles in static mesh '`~'.
1777Emissive=Emissive
1778Emitter=Emitter
1779EmitterAutoPopulate=Auto populate
1780EmitterDeleteCollapsed=Can not delete a collapsed emitter.\nExpand it and then delete.
1781EmitterDeleteConfirm=Emitter state is different in other LOD levels.\nAre you sure you want to delete it?
1782EmitterPopupMenu=Emitter Options
1783EmitterReset=Reset
1784EmitterSF=Debug Emitter
1785EmptyBodyFound=Bodies was found with no primitives!\nThey have been reset to have a box.
1786Enable=Enable
1787EnableAllEmitters=Enable All Emitters
1788VisibleAllEmitters=Make All Emitters Editor Visible
1789MatchVisibleToEnabled=Set Editor Visibility To Enabled State
1790EnableClothAndIKPlugins=Enable Cloth and IK Plugins
1791EnableCollision=ENABLE COLLISION...
1792EnableCollisionWith=Enable Collision With...
1793EnableExposure=Enable Exposure
1794EnableModule=Enable Module
1795EnableNameSuffixQ=Name Suffix?
1796EnableSceneOffsetAfterCurrentTime=Enable Gameplay Scene Offset After Current Time
1797SetDefaultCurveType=Set Default Curve Type
1798EnableThisEmitterOnly=Enable This Emitter Only
1799VisibleThisEmitterOnly=Make Only This Emitter Editor Visible
1800EnableTranslucency=Enable Translucency
1801EnabledQ=Enabled?
1802EncodingAOMapF=Encoding AO map (`~ of `~)
1803EncodingLightMapsF=Encoding light maps (`~ of `~)
1804EncodingShadowMapsF=Encoding shadow maps (`~ of `~)
1805EndSplineLink=End New Spline Link
1806EngineVersion=Engine Version
1807EnsureNotInMode=The requested operation cannot be performed in the current editor mode.
1808EnterLocalizationID=Enter Localization ID:
1809EnterMaterialInstanceName=Enter Material Instance Name
1810EnterNewEventName=Enter New Event Name
1811EnterNewName=Enter name:
1812EnterScalar=Enter Scale Factor
1813EnvironmentCubeMap=Environment Cubemaps (All)
1814EnvironmentCubeMapSelected=Environment Cubemaps (Selected)
1815Error=Error
1816ErrorCheck=Error Check
1817ErrorColorationSF=Error Coloration
1818ErrorListItemType=Type
1819Error_48=ASE Importer Error : Did you forget to include geometry AND materials in the export?\n\nFaces : `~, Texture Coordinates : `~
1820Error_49=ASE Importer Warning : This object has no material reference (current texture will be applied to object).
1821Error_ASEImportVertexPercentageWarning=Generated/imported vertex count ratio (`~/`~) exceeds expected percentage (`~ -expected).
1822Error_ASEImporterError=ASE Importer Error : Did you forget to include geometry AND materials in the export?\n\nFaces : `~, Texture Coordinates(channel `~) : `~
1823Error_ActorComponentDestroyedWithoutRemoval=Actor component destroyed without being removed from the scene: `~
1824Error_ActorConversionLevelMismatch=Actor was converted into a different level.
1825Error_ActorNotInSequenceLevel=Actor is not in the same Level as the Matinee's Kismet Sequence.
1826Error_AnimInvalid=Invalid MK anim data!
1827Error_AnimMismatch=The copied AnimSet doesn't match the track info for this AnimSet!
1828Error_AnimSetCantBePlayedOnSM=AnimSet (`~) cannot be played on Skeletal Mesh (`~).
1829Error_AnimSetCouldNotBePlayed=This `~ could not be played on any loaded SkeletalMesh.\nImport failed.
1830Error_AnimTreeAlreadyBeingEdited=AnimTree is already being edited.
1831Error_AnimTreeInvalidNodeIndex=This connection would attach an anim node to a connection other than the main child of the tree, which is not allowed.
1832Error_AnimTreeLoopDetected=This connection would form a loop in your AnimTree, which is not allowed.
1833Error_BodySetupWithNoPrimitives=Body Setup with No Primitives!
1834Error_BoolPropertyAlreadyControlled=Already a BoolProp track controlling this property.
1835Error_BrushClipViewportNotOrthographic=The focus needs to be in an orthographic viewport for brush clipping to work.
1836Error_CanOnlyWeldParentChildPairs=You can only weld parent/child pairs.
1837Error_CannotCreateTexture2D=Cannot create texture, dimensions must be a power of two!
1838Error_CannotMoveProxy=Static Mesh Proxies cannot be moved outside of their original group.\nMove the whole group instead.
1839Error_CantCreateMaterialExpressionCompound=Can't create material expression compound.
1840Error_CantExportNameToFile=Can't export `~ to file `~
1841Error_CantFindEditPackage=Can't find edit package '`~'
1842Error_CantHaveEmptyGroupName=You must name the group.
1843Error_CantMakeNewBonePhysical=You cannot make a new bone physical if it has physical children.
1844Error_CantSaveMapViaCascade=Can't save map files via UnrealCascade. Not saving '`~'.
1845Error_CantSaveMapViaGB=Can't save map files via the browser. Not saving '`~'.
1846Error_CantSaveMapViaSplineEd=Can't save map files via Spline Editor. Not saving '%s'.
1847Error_ChangeFactory=Cannot Change the Factory Type
1848Error_CinemaActionMustHaveData=Cinema action must have Matinee Data attached before being edited.
1849Error_CinemaAnimSeqNotFound=The selected animation sequence does not exist in loaded animsets.
1850Error_CinemaExistingAnimTrack=Cannot add Blend Anim track when Anim Control track already exists.
1851Error_CinemaExistingBlendAnimTrack=Cannot add Anim Control track when Blend Anim track already exists.
1852Error_CinemaExistingFOVAngleTrack=Cannot add Focal Length track when a FOVAngle float property track already exists.
1853Error_CinemaExistingFocalLengthTrack=Cannot add FOVAngle float property track when a Focal Length track already exists.
1854Error_CinemaExistingLightColorTrack=Cannot add Light Color track when one already exists.
1855Error_CinemaExistingMoveTrack=Cannot add Movement track when a Move track already exists.
1856Error_CinemaExistingMovementTrack=Cannot add Move track when a Movement track already exists.
1857Error_CinemaExistingScaleMITVTiming=Cannot add ScaleMITVTiming track when a ScaleMITVTiming track already exists.
1858Error_CinemaFocalLengthRequiresCamera=Focal Length tracks require a camera actor.
1859Error_CinemaKeyExistsAtTime=A key already existing at the new time.
1860Error_CinemaLightHelperRequiresLight=Cannot add Light Color track without a Light actor.
1861Error_CinemaOpenWhileModifyingKismetLinks=Modifying Matinee/Cinema related Kismet variable links while Matinee or Cinema is open can result in data corruption. Please close your Matinee or Cinema window first.
1862Error_CinemaPlayerMaterialsRequiresSkeletalMeshActor=Player materials requires a skeletal mesh actor.
1863Error_CinemaScaleMITVTimingRequiresCamera=Focal Length tracks require a camera actor.
1864Error_CinemaScaleMITVTimingRequiresSkeletalMeshActor=MITV Scale requires a skeletal mesh actor.
1865Error_CinemaSubSkeletonHasBeenDeleted=The subskeleton has been deleted for the current blend track. The current sub skeleton track will now turn into a custom set of bones. If the sub skeleton is recreated the track will return to its previous state.
1866Error_CircularFunctionDependency=Can't use that material function as it would cause a circular dependency.
1867Error_ClipUnableToComputeNormal=Unable to compute normal! -Try moving the clip markers further apart.
1868Error_CollisionModelImportFailed=Collision model import failed due to a polygon or set of coplanar polygons with too many vertices or an unclosed collision volume. -Please correct your collision model.
1869Error_ColorPropertyAlreadyControlled=Already a Color Property track controlling this property.
1870Error_CouldNotBuildValidSkeleton=Could not create a valid skeleton from the import data that matches the given Skeletal Mesh. -Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.
1871Error_CouldNotCreateActor=Could not create Actor.
1872Error_CouldNotCreateActor_AbstrctActorClass=NewActorClass is abstract.
1873Error_CouldNotCreateActor_AlreadyADominantDirectionalLight=Can't create dominant directional light, there's already one in the level. -There can only be one dominant directional light.
1874Error_CouldNotCreateActor_DeprecatedActorClass=NewActorClass is deprecated.
1875Error_CouldNotCreateActor_FractureStaticMesh=Using standard static mesh factory to create a fractured static mesh is not allowed.
1876Error_CouldNotCreateActor_FromAssetOnly=Could not create actor from asset.
1877Error_CouldNotCreateActor_InvalidActorClass=Invalid NewActorClass.
1878Error_CouldNotCreateActor_InvalidCurrentLevel=Invalid current level.
1879Error_CouldNotCreateActor_InvalidWorld=Invalid world.
1880Error_CouldNotCreateActor_NoArchetype=No archetype was specified.
1881Error_CouldNotCreateActor_NoAssetAssigned=No valid asset was specified.
1882Error_CouldNotCreateActor_NoDecalMaterial=No decal material was specified (if a material is selected, make sure 'Used With Decals' is set on it).
1883Error_CouldNotCreateActor_NoDestructibleAsset=No destructible asset was specified.
1884Error_CouldNotCreateActor_NoExplosionContent=No explosion content was specified.
1885Error_CouldNotCreateActor_NoForceField=No force field was specified.
1886Error_CouldNotCreateActor_NoInteractableMesh=No interactable mesh was specified
1887Error_CouldNotCreateActor_NoLensFlare=No lens flare was specified.
1888Error_CouldNotCreateActor_NoMaterial=No material was specified.
1889Error_CouldNotCreateActor_NoNavigationPoints=No navigation points were found.
1890Error_CouldNotCreateActor_NoParticleSystem=No particle system specified.
1891Error_CouldNotCreateActor_NoPhysicsAsset=No physics asset was specified.
1892Error_CouldNotCreateActor_NoRigidBodySetup=No rigid body setup on the specified static mesh.
1893Error_CouldNotCreateActor_NoSkeletalMesh=No skeletal mesh was specified.
1894Error_CouldNotCreateActor_NoSkellMesh=No skeletal mesh was specified.
1895Error_CouldNotCreateActor_NoSoundCue=No sound cue was specified.
1896Error_CouldNotCreateActor_NoSoundWave=No sound wave was specified.
1897Error_CouldNotCreateActor_NoSpeedTree=No SpeedTree was specified.
1898Error_CouldNotCreateActor_NoStaticMesh=No static mesh was specified.
1899Error_CouldNotCreateActor_NoPrefab=No Prefab was specified.
1900Error_CouldNotCreateActor_NotAnActorSubclass=NewActorClass is not a subclass of AActor.
1901Error_CouldNotCreateActor_SelectedItemIsNotFogVolumeMaterial=No fog volume material was specified (if a material is selected, make sure 'Used with Fog Volumes' is set on it).
1902Error_CouldNotCreateActor_StaticClass=NewActorClass is bStatic
1903Error_CouldNotFindFbxTrack=Could not find needed track (`~) for this AnimSet.\nImport failed.
1904Error_CouldNotFindPatchBone=Could not find bone (`~) in selected SkeletalMesh to patch animation from.\nImport failed.\nMaybe delete Track from AnimSet?
1905Error_CouldNotFindTrack=Could not find needed track (`~) for this AnimSet.\nWould you like to use the selected SkeletalMesh reference pose to create the track?
1906Error_Couldn'tSpawnActor=Couldn't spawn actor. Please check the log.
1907Error_CouldntFindSMForAnimSet=Could not find SkeletalMesh to play this AnimSet on.
1908Error_CouldntRenameLevelF=Couldn't rename '`~'. Level name already use for '`~'. Please choose a different name.\n
1909Error_CouldntRenameObjectF=Couldn't rename '`~'.\n
1910Error_CouldntSaveObject=Couldn't save object '%s'. Check log window for further details.
1911Error_CouldntSavePackage=Couldn't save package '%s'. Check log window for further details.
1912Error_CouldntSpawnPlayer=Couldn't spawn player: `~
1913Error_CouldntWriteToFile=Couldn't write to file. Maybe file is read only?
1914Error_CouldntWriteToFile_F=Couldn't write to file '`~'. Maybe file is read only?
1915Error_DSACannotUseActorFactory=The actor factory '%s' cannot be used for Cinema dynamically spawned actors.
1916Error_DirGroupMustExist=Director group must exist.
1917Error_DisallowedLinkDependencies='%s' has dependencies linked from an invalid location: '%s'
1918Error_DuplicateBoneName=Error, Could not import `~.\nDuplicate bone name found ('`~'). Each bone must have a unique name.
1919Error_DynamicParameterModuleAlreadyPresent=A DynamicParameter module is already present.\nPlease remove it first.
1920Error_ErrorOpeningAnimFile=Error opening animation file `~
1921Error_ErrorReadingAnimFile=Error reading animation file `~
1922Error_Error_ExpectingDigitGotCharacter=Expecting digit, got character %i
1923Error_EventGeneratorModuleAlreadyPresent=An EventGenerator module is already present.\nPlease remove it first.
1924Error_EventNameInUse=Sorry Event name already in use.
1925Error_ExpectingDigitGotCharacter=Expecting digit, got character `~
1926Error_ExportEmitterLODDiscrepancy=Cannot export emitter due to LOD Level discrepancy
1927Error_ExporterNotSpecified=Exporter not specified
1928Error_ExpressionAlreadyBelongsToCompound_F=%s: expression belongs to compound %s.
1929Error_ExpressionCompoundsCantContainOtherCompounds_F=%s: compound expressions cannot contain other compounds.
1930Error_ExpressionHasRefs=Expression has references. -Cannot delete.
1931Error_ExtraInfoInAnimFile=Extra track (`~) found in animation file but not in AnimSet.\nWould you like to add this track to all existing animations using the selected SkeletalMesh reference pose?
1932Error_ExtraInfoInPSA=Extra track (%s) found in PSA but not in AnimSet.\nWould you like to add this track to all existing animations using the selected SkeletalMesh reference pose?
1933Error_FBXFailedImport=Error: Failed to import FBX file: %s! -Check log window for more information.
1934Error_FailedCreateEditorPreviewWorld=Failed to create editor preview world.
1935Error_FailedLoadingMips=Failed loading mips for texture `~
1936Error_FailedToBeginTransaction="CASCADE> Failed to begin transaction "
1937Error_FailedToConverToUberModule=Failed to convert to uber module
1938Error_FailedToCopy=Failed to copy `~ to `~
1939Error_FailedToCreateNewAnimSetAsset=Failed to create new AnimSet Asset.
1940Error_FailedToCreateNewClothSet=Failed to create new MK Cloth Set Asset.
1941Error_FailedToCreateNewPhysAsset=Failed to create new Physics Asset.
1942Error_FailedToCreatePhysAssetFromSM=Failed to create Physics Asset '`~' from Skeletal Mesh '`~'.
1943Error_FailedToEndTransaction="CASCADE> Failed to end transaction "
1944Error_FailedToFindClosingComment=Failed to find closing '-/'
1945Error_FailedToFindTool=FEdMode::FindTool failed to find tool `~
1946Error_FailedToFindUberModule=Failed to find appropriate uber module
1947Error_FailedToLoadPackage=Couldn't load package `~
1948Error_FailedToMakeDirectory=Failed to make directory `~
1949Error_FavoritesFileDoesNotExist=File does not exist: '`~'. It will be removed from the Favorites list.
1950Error_FileDoesNotExist=File does not exist : '`~'. -It will be removed from the MRU list.
1951Error_FileExtensionNotSpecified=File extension not specified
1952Error_FilenameContainsSpaces=The filename you specified has one or more spaces in it. -Unreal filenames cannot contain spaces.
1953Error_FilenameDisallowed=Filename '`~' is disallowed.
1954Error_FilenameIsTooLongForCooking=Filename '`~' is too long; this may interfere with cooking for consoles. -Unreal filenames should be no longer than `~ characters.
1955Error_FilterLeafBadLocs=FilterLeaf: Bad Locs
1956Error_FinalizeNormalizationFailed=FPoly::Finalize: Normalization failed, verts=`~, size=`~
1957Error_FindPropertyWindowFailed=FindPropertyWindow failed
1958Error_FracturedStaticMeshInvalidStaticMesh=Couldn't set StaticMesh, the selected asset is not a FracturedStaticMesh.
1959Error_GroupAlreadyAssocWithActor=There is already a Group associated with this Actor.
1960Error_HighlightNonZeroLength=You must highlight a non zero length section before stretching it.
1961Error_ImportFailed=Import failed. See Log Browser for details.
1962Error_ImportFailed_f="Import failed for `~"
1963Error_ImportTrueTypeFont_CharsFile=Both CharsFileWildcard and CharsFilePath should be either set or empty at the same time
1964Error_ImportTrueTypeFont_NoFileFound=Could not find any files that matched CharsFileWildcard at CharsFilePath
1965Error_InUse=`~ is in use.\n\n‚¨‚¨ \nRunning the editor with ' NoLoadStartupPackages' may help if the object is loaded at startup.\n‚¨‚¨ \n\n`~
1966Error_InputNamesMustBeUnique=Function input names must be unique
1967Error_InvalidActorSelectedForCameraGroupCreation=This group can only be bound to a camera actor.
1968Error_InvalidActorSelectedForLookAtGroupCreation=This group can only be bound to a look at widget actor.
1969Error_InvalidActorSelectedForSkeletalActorGroupCreation=This group can only be bound to a skeletal actor.
1970Error_InvalidActorSelectedForStaticActorGroupCreation=This group can be bound to any actor except a camera actor.
1971Error_InvalidCursorPosition=Invalid cursor position
1972Error_InvalidInput=Invalid input.
1973Error_InvalidMoveOfLocalizedObject=Attempting to move localized sound `~ into non localized package or package with different localization.\n
1974Error_LandscapeMoveToLevel=Landscape (`~) is distributed to other levels, so it will not be moved to current level.
1975Error_LensFlareEditor_CantAddBeforeSource=Unable to add before source element.
1976Error_LevelImportFromExternal=Importing external sublevels is not allowed. Move the level files into the standard content directory and try again.\nAfter moving the level(s), restart the editor.
1977Error_MapExtUndefined=MapExt needs to be defined in .ini!
1978Error_MaterialEditorFogVolumeMaterialNotSetup=To be used with Fog Volumes the material must have an emissive input and then be marked with bUsedWithFogVolumes.
1979Error_MaterialEditor_CantPreviewOnSkelMesh=Can't preview on the specified skeletal mesh because the material has not been compiled with bUsedWithSkeletalMesh.
1980Error_MatineeActionMustHaveData=Matinee action must have Matinee Data attached before being edited.
1981Error_MissingLBraceAfterCpptext=`~: Missing '{' after cpptext.
1982Error_Modifier=Modifier (`~) : `~
1983Error_ModuleCanOnlyBeUsedInEmitterOnce=A Module can only be used in each Emitter once.
1984Error_MoreEmitterTypesThanSlots=ERROR!\nThere are more emitter types than available menu slots!
1985Error_MoreThanOneEmitterSelected=Too many files selected. Select one Preset Emitter.
1986Error_MorphImport_AlreadyExists=A MorphTarget with that name already exists.
1987Error_MorphImport_CantLoadFile=Could not read the data file (`~)
1988Error_MorphImport_InvalidLODIndex=Invalid LOD index. LOD indices must match the base mesh LOD indices.
1989Error_MorphImport_InvalidMeshFormat=The MorphTarget mesh data was invalid
1990Error_MorphImport_MismatchBaseMesh=Mismatch between the base mesh and the MorphTarget mesh.
1991Error_MorphImport_MissingMorphTarget=Invalid morph target. Please select an existing morph target.
1992Error_MorphImport_ReimportBaseMesh=The base mesh is missing data that is needed to support morph target blending. Please re import the base mesh.
1993Error_MultipleInterpsReferToSameActor=Multiple SeqAct_Cinemas refer to the same Actor (`~) for path building.
1994Error_MustSelectActorsToCreateGroup=You must have some actors selected to create a new group.
1995Error_MustSelectActorsToCreateLayer=You must have some actors selected to create a new layer.
1996Error_MustSelectEmitter=You must select an emitter
1997Error_MustSpecifyNewAnimSetName=Must specify new AnimSet name and package.
1998Error_MustSpecifyNewMorphDataName=Please specify a name for the Character Morph Data.
1999Error_MustSpecifyNewMorphSetName=Must specify new MorphTargetSet name and package.
2000Error_MustSpecifyNewPresetParticleEmitterName=Must specify new Preset Particle Emitter name and package.
2001Error_MustSpecifyValidSeqName=Must specify valid sequence name and package.
2002Error_NameAlreadyExists=Name already exists please choose a unique name for this Group.
2003Error_NameDoesntExist=Super Group does not exist, please choose an existing Super Group
2004Error_NewStaticMeshHasBadLightMapUVSet_F=Warning: The light map UV set for static mesh [`~] appears to have layout problems. -Either the triangle UVs are overlapping one another or the UV are out of bounds (0.0 1.0 range.)
2005Error_NoActorForThisGroup=No Actor for this group
2006Error_NoActorWithStaticMesh=No Actor found with a StaticMesh.
2007Error_NoAnimChannelsLeft=This Actor Has No AnimControl Channels Left.
2008Error_NoCameraGroupAvaliable=There are no camera groups bound to the specified camera actor.
2009Error_NoEmitterSelectedForExport=No emitter selected for export
2010Error_NoFilesInDirectory=No files exist in directory `~.
2011Error_NoGroupActor=There is no actor associated with this group
2012Error_NoLevelsForRescan=No levels found during rescan.
2013Error_NoParentNode=This Actor Has No AnimControl Slots.
2014Error_NoPlayIfInterpOpen=Sorry, Dave. I can't do that. You'll need to close your Cinema or Matinee window first.
2015Error_NoTargetGroup=There is no target group for this track
2016Error_NoTargetGroupActor=There is no actor associated with target group
2017Error_NoValidActorCouldBeFound=There are no actors in the current level which can be bound to group '%s'.
2018Error_NoValidGroupAvailable=No group is available for Stage Mark. Please create empty group and connect valid actor.
2019Error_NotEnoughClipMarkers=You don't have enough ClipMarkers to perform this operation.
2020Error_NumTrianglesInvalid=Triangles(i).NumUVs invalid for `~!
2021Error_ObjectHasNoMaterialRef=Importer Warning : This object has no material reference (default texture will be applied to object).
2022Error_ObjectNameAlreadyExists=An object named '`~' already exists.\n(If you renamed a Prefab there may be other objects causing the name conflict, like one of the archetypes.)\n
2023Error_ObjectNameIsIllegal=The object name '`~' contains illegal characters.
2024Error_ObjectNameNotSpecified=Object name not specified
2025Error_OnlyAddSoundNodeWaveOnce=Can only add a particular SoundNodeWave to a SoundCue once.
2026Error_OnlyOneTrackTypePerGroup=Only allowed one of this track type per group.
2027Error_OperationDisallowedOnLockedLevel=The requested operation could not be completed because the level is locked.
2028Error_OutputNamesMustBeUnique=Function output names must be unique
2029Error_PBLoopDetected=Cannot create connection will result in a loop.
2030Error_PBRulesetAlreadyBeingEdited=Ruleset is already being edited.
2031Error_PIEObjectStillReferenced=Object '`~' from PIE level still referenced.\n\nShortest route from root:\n`~
2032Error_PSACouldNotBePlayed=This PSA could not be played on any loaded SkeletalMesh.\nImport failed.
2033Error_PackageAlreadyExists=A package named `~ already exists. -Package names must be unique.
2034Error_PackageExtUndefined=PackageExt needs to be defined in .ini!
2035Error_PackageFileNotSpecified=Package file not specified
2036Error_PackageNameExists=A package with that name already exists. Please choose another name.
2037Error_PackageStatusChanged=Package can't be checked out status has changed!
2038Error_ParentAndChildAreUnlinked=CleanupNodes: Parent and child are unlinked
2039Error_ParseFBXFailed="Failed to parse FBX file: `~"
2040Error_PhysicalMaterialCycleInHierarchy=Setting the parent to that PhysicalMaterial would cause a cycle in the hierarchy. -It has not been set.
2041Error_PhysicsAssetHasNoSkelMesh=Warning: Physics Asset has no default SkeletalMesh assigned! -For now, a simple default skeletal mesh (`~) will be used. -You should repair the DefaultSkeletalMesh using UnrealPhAT (Edit -> Change Default SkeletalMesh) before saving this asset.
2042Error_PolygonsOnEdgeToTurnMustBeTriangles=The polygons on each side of the edge you want to turn must be triangles.
2043Error_PropertyAlreadyControlled=Already a FloatProp track controlling this property.
2044Error_ReflectionTextureDoesntMatch=The specified reflection texture doesn't match the properties of an existing reflection texture on '`~'! -All reflection textures on all image reflections must match size, texture group, format, etc. -The new reflection texture will not render correctly.
2045Error_ReflectionTextureInvalid=The specified image reflection texture was not in the image based reflection texture group, which is required.
2046Error_Reimport_ApexGenericAssetFactory_FileOlderThanCurrentWarning=The Physics asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
2047Error_Reimport_FileOlderThanCurrentTitle=Force Import
2048Error_Reimport_GfxMovieFactory_FileOlderThanCurrentWarning=The Movie asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
2049Error_Reimport_SkeletalMeshFactory_FileOlderThanCurrentWarning=The Skeletal Mesh asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
2050Error_Reimport_SoundFactory_FileOlderThanCurrentWarning=The Sound asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
2051Error_Reimport_StaticMeshFactory_FileOlderThanCurrentWarning=The Static Mesh you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
2052Error_Reimport_TextureFactory_FileOlderThanCurrentWarning=The Texture asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
2053Error_RenameFailedGroupAlreadyExists=Group already exists; enter another name.
2054Error_RenameFailedLayerAlreadyExists=Layer already exists; enter another name.
2055Error_RequiresTwoSelectedVertices=Requires 2 selected vertices.
2056Error_ReservedSupergroupName=The supergroup names that start and end with '<' and '>' have been reserved.
2057Error_ScriptClassSizeMismatch=C++/ Script class size mismatch
2058Error_SelectAnimSetForExport=Please select an AnimSet for exporting a to an `~ file.
2059Error_SelectAnimSetForImport=Please select an AnimSet for importing a PSA file in to.
2060Error_SelectMorphSetForImport=Please select a MorphTargetSet for importing MorphTarget(s) in to.
2061Error_SelectOneActor=Please select just one Actor with a StaticMesh.
2062Error_SelectedEdgeMustBelongToSelectedPoly=The edge used for splitting must be part of the selected polygon.
2063Error_SelectedEdgesMustBelongToSamePoly=The selected edges must belong to the same polygon.
2064Error_SelectedEmitterMustContainModule=The selected emitter must contain the selected module for deletion
2065Error_SelectedVerticesMustBelongToSamePoly=The selected vertices must belong to the same polygon.
2066Error_SelectedVerticesMustBelongToSelectedPoly=The vertices used for splitting must be part of the selected polygon.
2067Error_SkeletalMeshHasBadChunkBoneMapping=Skeletal Mesh [`~] has bad bone mappings. -This mesh may not render properly.
2068Error_SkeletalMeshHasBadSections=Skeletal Mesh [`~] has a section with no triangles. -This mesh may not render properly.
2069Error_SkeletalMeshHasMissingBoneMapping=Skeletal Mesh [`~] has missing bone mappings. This mesh may not render properly.
2070Error_SkeletalMeshHasMissingBoneSlots=Skeletal Mesh [`~] was unable to remap bone indices. -This mesh may not render properly.
2071Error_Skip_AnimsetPatching=Do you want to skip patching of animset with missing tracks?
2072Error_SoftBodyMeshNotGenerated=Could not generate soft body mesh.
2073Error_SoftBodyMeshSimplifiedTooMuch=Could not generate soft body mesh because mesh simplified to zero triangle.\nTry increasing the detail level or subdivision properties.
2074Error_SoftBodyNoBonesDefined=Could not generate soft body mesh because there are no bones to reference.\nYou must add bone names to SoftBodyBones or SoftBodySpecialBones
2075Error_SplitInHalfVertices=FPoly::SplitInHalf: `~ Vertices
2076Error_SplitWithPlaneVertexOverflow=FPoly::SplitWithPlane: Vertex overflow
2077Error_StaticMeshAttach=Unable to attach to a static mesh
2078Error_StaticMeshHasBadElements=Static Mesh [`~] has an element with no triangles. -This mesh may not render properly.
2079Error_TriedToExecDeprecatedCmd=Tried to executed deprecated command: `~
2080Error_TypeDataModuleAlreadyPresent=A TypeData module is already present.\nPlease remove it first.
2081Error_UniqueModuleAlreadyPresent=Only one of this module type is allowed per emitter.
2082Error_UnknownInterpolationType=Unknown Interpolation Type!
2083Error_VectorPropertyAlreadyControlled=Already a VectorProp track controlling this property.
2084Error_ViewportNotNULL=Viewport != NULL in FEditorLevelViewportClient destructor.
2085Error_WorldGeometryMustBlock=World geometry must block actors if they have collision. Change bCollideActors if you want to turn collision off.
2086EventName=Event Name:
2087ExistingKeyConflict=A key already exists at this location
2088ExistingLODLevel:=Existing LOD Level:
2089ExistingNamedVariableInLevel_F=Existing Variable named in `~
2090ExistingNamedVariableInOtherLevels=Named Variables in Other Levels
2091ExistingNamedVariableInPersistentLevel=Named Variables in Persistent Level
2092ExistingVarFromPMap=Existing PMap Named Var
2093Exit=Exit
2094ExitCinema=Exit Cinema
2095ExitMatinee=Exit Matinee
2096ExpandAll=Expand all
2097ExpandAllCategories=Expand All Categories
2098Export=Export
2099ExportActorToFBX=Export (.FBX)...
2100ExportAll=Export All
2101ExportAllEmitters=Export all emitters to Content Browser selected systems
2102ExportAllScripts=Export All Scripts
2103ExportAnimTrack=Export (.FBX)
2104ExportCameraAnim=Export To CameraAnim
2105ExportCameraAnim_Desc=Saves the active group as a CameraAnim
2106ExportCharacters=Export Unicode Ranges...
2107ExportE=Export...
2108ExportEmitter=Export Emitter to Content Browser selected systems
2109ExportFbxAnim=Export FBX Animation...
2110ExportFileE=Export to File...
2111ExportMatineeAnimTrack=Export UnrealMatinee Animation Track
2112ExportMatineeSequence=Export Matinee Sequence
2113ExportSelectedTracksToFBX=Export Selected Groups To FBX
2114ExportSequenceToPackage=Export Sequence To Package
2115ExportSequence_F=Export Sequence `~
2116ExportToFXA=Export to .FXA...
2117Exporter=Exporter
2118Exporter_Error_SourceDataUnavailable=No source data available for some objects. -See the log for details.
2119Exporting=Exporting
2120ExportingBrush=Exporting brush
2121ExportingLevelToFBX=Exporting Level To FBX
2122ExportingLevelToOBJ=Exporting Level To OBJ
2123ExportingMap_F=Exporting map: `~...
2124ExportingScripts=Exporting scripts
2125Exportingf=Exporting (`~ of `~)
2126ExporttoFBX=Export to FBX
2127ExposeOutput=Expose Output
2128ExposeVariable=Expose Variable
2129ExternalReferencers=External Referencers
2130ExtraMesh1=Extra Mesh 1
2131ExtraMesh2=Extra Mesh 2
2132ExtraMesh3=Extra Mesh 3
2133Extrude=Extrude
2134ExtrudeToBevel=Extrude to Bevel
2135ExtrudeToPoint=Extrude to Point
2136FOVReset=FOV Reset
2137FRA=European French (FRA)
2138F_ObjectsFound=%d objects found.
2139FacadeRepplyRuleset=Reapply Ruleset
2140Facade_BreakConnection=Break Connection
2141Facade_ConnectRules=Connect Rules
2142Facade_ConnectToRoot=Connect to Root
2143Facade_CreateNewRule=Create New Rule
2144Facade_DeleteSelectedRules=Delete Selected Rules
2145Facade_DragComment=Drag Comment
2146Facade_DuplicateSelectedRules=Duplicate Selected Rules
2147Facade_F=Facade: `~
2148Facade_PasteRule=Paste Rule
2149Face=Face
2150FacialAminAudioPreviewSettings= Facial Animation Audio Preview Settings
2151FacialAudioPreview=Facial Audio Preview
2152Factory=Factory
2153FactoryImport_Error_InvalidFormat=Factory import failed due to invalid format: `~
2154FactoryImport_Error_UnableToLoadFile=Factory import failed due to inability to load file `~
2155FailedCheckOutDlg_Message=The following packages could not be successfully checked out from source control:
2156FailedCheckOutDlg_Title=Unable to Check Out From Source Control!
2157FailedMakingWritableDlg_Message=The following packages could not be made writable:
2158FailedMakingWritableDlg_Title=Unable to make packages writable
2159FailedRestoreSortingForSectionNumber=Unable to restore triangle sort setting "`~" for section `~ as the new mesh does not contain that many sections. Please find the matching section and apply manually.
2160FailedRestoreSortingNoSectionMatch=Unable to restore triangle sort setting "`~" for section number `~ in the old mesh, as a matching section could not be found in the new mesh. The custom sorting information has been lost.
2161FailedSavePrompt_Message=The following objects failed to save correctly:\n
2162FailedSavePrompt_Title=Objects Failed To Save
2163File=File
2164FileIsNotAMap='`~' is not a valid map file!
2165FileSize=File Size
2166File_Utils_Warning_FailedToSaveAssets=The following files will not be saved because they are read only:
2167Filter=Filter
2168FilteringBrush=Filtering brush
2169FilteringWorld=Filtering world
2170FindDefinition_F=Find Definition Of `~
2171FindInExplorer=Find in Explorer...
2172FindKismetF=Find %s In Kismet
2173FindUses_F=Find Uses Of `~
2174Fit=Fit
2175FitHorizontally=Fit Horizontally
2176FitVertically=Fit Vertically
2177FixBody=Fix Body
2178FixBodyBelow=Fix All Bodies Below..
2179FixedKismetParentSequences= `~ incorrect ParentSequence pointers found and fixed. (see log for details)
2180FixingMismatchedIndicesOnStaticMesh=Fixing up mismatched indices on `~.
2181FixupBoneMaps=Fixing Up Bone Maps
2182FixupBoneNames=Fixup Bone Names
2183Flags=Flags
2184Flatten=Flatten
2185FlattenTangentsToAxis=Flatten Tangents To Axis
2186Flip=Flip
2187FlipToggle=Flip Toggle
2188FlipU=Flip U
2189FlipV=Flip V
2190Floating=Floating
2191FloatingViewportWindowTitle_F=UnrealEd Floating Viewport `~
2192Fluids=Fluids
2193Fog=Fog
2194FogSF=Fog\tCtrl F
2195DistanceFogSF=DistanceFog\tCtrl F
2196VolumetricFogSF=VolumetricFog\tCtrl F
2197FoliageMode=Foliage Mode
2198FoliageMode_ChangeStaticMeshTransaction=Foliage Editing: Change StaticMesh
2199FoliageMode_DeleteMesh=Are you sure you want to remove all `~ instances of `~ from this level?
2200FoliageMode_EditTransaction=Foliage Editing
2201FoliageMode_NotSharedSettingsObject=(not using shared settings)
2202FoliageMode_RemoveMeshTransaction=Foliage Editing: Remove Mesh
2203FoliageMode_ReplaceMesh=Are you sure you want to replace all `~ instances of `~ with `~?
2204FoliageMode_ReplaceMeshMerge=Are you sure you want to merge all `~ instances of `~ into `~?
2205FoliageMode_SettingsObjectTransaction=Foliage Editing: Settings Object
2206FoliageSF=Foliage
2207FontFactory_ImportingTrueTypeFont=Importing TrueType Font...
2208FontPages=Font Pages
2209FontPreview_BackgroundButton=Background
2210FontPreview_CloseButton=Close
2211FontPreview_DefaultText=The quick brown fox jumped over the lazy dog
2212FontPreview_ForegroundButton=Foreground
2213FontPreview_PreviewBorder=Preview
2214FontPreview_WindowCaption=Font Preview
2215FontProperties=Font Properties
2216FontProperties_SelectedTextureProperties=Selected Texture Properties
2217ForceCanCoverSlip_Left=Force Can Coverslip Left
2218ForceCanCoverSlip_Right=Force Can Coverslip Right
2219ForceCanPopUp=Force Can Pop Up
2220ForceFireEvent=Force Fire Event
2221ForceKeyframesDlg=This will round keyframes to %d Hz. -Continue?
2222ForceKeyframesFullFrames=Force Keyframes to Full Frames
2223SetAllCamerasForPreRenderDOF=Setup All Cameras with Pre Rendered DOF
2224SetAllCamerasForPreRenderDOFWithTracks=Setup All Cameras with Pre Rendered DOF and Add Tracks
2225ForceLOD30hz=Force 30hz LOD
2226ForceLOD60hz=Force 60hz LOD
2227ForceLODBaseMesh=Force LOD Base Mesh
2228ForceLODCinematic=Force Cinematic LOD
2229ForceLODGI=Force GI LOD
2230ForceLightmap=Force Lightmap
2231ForcePaths=Force Paths
2232FracMeshInfo_F=Mesh: `~ Chunks, `~ Tris Drawn
2233FracToolInfo_F=Tool: `~ Chunks
2234FractureCoreHasInvalidUVs=The core mesh does not appear to have valid lightmap UVs (LightmapCoordinateIndex is 0 or only 1 set of texcoords), texture lightmaps will be wrong! (`~)
2235FractureFailedInvalidLOD=The fracture tool currently only supports operating on static meshes with a base LOD only.
2236FractureTool=Fracture Tool
2237FracturedStaticMesh=FracturedStaticMesh
2238FracturingMesh=Fracturing Mesh
2239Frames=Frames
2240FreezeAllGroups =Make All Groups Frozen
2241FreezeRenderingSF=Freeze Rendering
2242FromBrush=From Brush
2243Front=Front
2244Frozen=Frozen
2245FullName=Full Name
2246FullSequence=Full Sequence
2247FullSpeed=100%
2248Fullscreen=Fullscreen
2249FullyLoadCheckedOutPackages=Auto load checked out packages
2250FullyLoadE=Fully Load
2251FullyLoadEWithHotkey=Fully Load\tL
2252FullyLoadingPackages=Fully loading packages
2253GBSelectedTotalF=`~ Selected, `~ Total
2254GameAssetDatabase_CannotWriteToReadOnlyDatabase=The journal server isn't currently available so new tags cannot be added at this time.
2255GameAssetDatabase_CheckPointFile_SnoozeOneDay=Wait a Day
2256GameAssetDatabase_CheckPointFile_SnoozeOneWeek=Wait a Week
2257GameAssetDatabase_CheckPointFile_SnoozeUntilNextRun=Next Run
2258GameAssetDatabase_CheckPointFile_UnverifiedAssetCleanseRequest=Unreal Editor hasn't updated the game's asset checkpoint file in a while. -Updating the asset database will optimize Content Browser performance and verify assets. -Is now a good time?
2259GameAssetDatabase_CheckPointFile_UnverifiedAssetCleanseTitle=Asset Database Maintenance
2260GameAssetDatabase_CheckPointFile_UpdateNow=Check Now
2261GameAssetDatabase_CheckPointFile_VerifyIntegrityProgressBar=Processing
2262GameAssetDatabase_CheckPointFile_VerifyIntegrityProgressBarDetail=Processing : `~
2263GameAssetDatabase_ErrorConnectingToJournalServer_F=Unable to connect to the journal server (Server: `~, Database: `~).\n\nException details:\n\n`~
2264GameAssetDatabase_ErrorDisconnectingFromJournalServer_F=Error encountered while disconnecting from the journal server.\n\nException details:\n\n`~
2265GameAssetDatabase_ErrorExecutingSQLCommand_F=The game asset database encountered an error while trying to execute a SQL server command.\n\nException details:\n\n`~
2266GameAssetDatabase_ErrorLoadingCheckpointFile_F=Unable to either open the checkpoint file for reading or load it's contents from disk.\n\nCheckpoint file name: -`~\n\nException details:\n\n`~
2267GameAssetDatabase_ErrorWritingCheckpointFile_F=Unable to either create the checkpoint file or write data to the file on disk. -Please make sure the file is writable.\n\nCheckpoint file name: -`~\n\nException details:\n\n`~
2268GameAssetDatabase_InvalidJournalFile=Journal file appears to be corrupt and cannot be loaded.
2269GameAssetDatabase_JournalFileNotWritable=Unable to open the journal file for writing. -The file might be read only on disk, or another application may be using the file.
2270GameAssetDatabase_JournalLoginNotSpecified=Unable to connect to the journal server because the login credentials were not specified in the configuration file.
2271GameAssetDatabase_JournalServerNotSpecified=Unable to connect to the journal server because the server name was not specified in the configuration file.
2272GameAssetDatabase_NoBranchNameSpecified=A branch name was not specified in the configuration file. -A globally unique name for this branch must be configured in order for the journaling system to function correctly. -This should usually be configured by the administrator of the development branch that you're working with.
2273GameStatsVisualizer_AddQuery=Add Query
2274GameStatsVisualizer_CreateReport=Generate Report
2275GameStatsVisualizer_DateFilterLast3Days=Last 3 Days
2276GameStatsVisualizer_DateFilterLastWeek=Last Week
2277GameStatsVisualizer_DateFilterToday=Today
2278GameStatsVisualizer_Enabled=Enabled
2279GameStatsVisualizer_EndTime=End Time
2280GameStatsVisualizer_EventCount=Count
2281GameStatsVisualizer_EventID=ID
2282GameStatsVisualizer_EventName=Name
2283GameStatsVisualizer_GameplaySessionDuration=Duration
2284GameStatsVisualizer_GameplaySessionID=Session ID
2285GameStatsVisualizer_GameplaySessionTimestamp=Date Played
2286GameStatsVisualizer_IsBot=Bot
2287GameStatsVisualizer_Language=Language
2288GameStatsVisualizer_MainToolBar=Game Stats Visualizer
2289GameStatsVisualizer_MapName=Map Name
2290GameStatsVisualizer_MapURL=Map URL
2291GameStatsVisualizer_MultiplayerReport=Multiplayer Match
2292GameStatsVisualizer_Name=Player Name
2293GameStatsVisualizer_Options=Options
2294GameStatsVisualizer_PlatformType=Platform
2295GameStatsVisualizer_PopulatingDatabase=Populating Game Stats Database
2296GameStatsVisualizer_RemoveQuery=Remove Query
2297GameStatsVisualizer_StartTime=Start Time
2298GameStatsVisualizer_Status=Status
2299GameStatsVisualizer_TeamName=Team Name
2300GameStatsVisualizer_TeamNum=Team Number
2301GameStatsVisualizer_TimeRange=Time Range
2302GameStatsVisualizer_TitleBar=Game Stats Visualizer
2303GameStatsVisualizer_TitleID=Title ID
2304GameStatsVisualizer_UploadFile=Upload to database
2305GameStatsVisualizer_VisType=Visualizer Type
2306GasketViewport=Gasket Viewport
2307GenNavMesh=Generating NavMesh
2308GenNavMesh_Markers=Adding Nav Markers
2309Generate=Generate
2310GenerateAllProcBuildingLODTex=Generate All Buildings LOD Textures
2311GenerateBuildingLODTex=Generate Building LOD Textures
2312GenerateChunks=Generate Chunks
2313GenerateLOD=Generate LOD...
2314GenerateLOD_Error_NoSourceDataAvailable=Unable to generate an LOD for this mesh because the mesh's source data has been stripped.
2315GenerateSelProcBuildingLODTex=Generate Selected Buildings LOD Textures
2316GenerateUVs=Generate Unique UVs...
2317GenerateUVsProgressText=Generating unique UVs...
2318GenerateUVsTitle=Generate UVs
2319GenerateUVs_Error_NoSourceDataAvailable=Unable to generate UVs for this mesh because the mesh's source data has been stripped.
2320GenerateUniqueUVs_Apply=Apply
2321GenerateUniqueUVs_BorderSpacingPercentText=Border spacing (0 100 percent)
2322GenerateUniqueUVs_CreateNewText=Create New
2323GenerateUniqueUVs_LayoutText=Layout using 0 channel
2324GenerateUniqueUVs_MaxChartsText=Limit maximum number of charts
2325GenerateUniqueUVs_MinChartSpacingPercentText=Spacing between charts (0 100 percent)
2326GenerateUniqueUVs_ModeText=Creation Mode
2327GenerateUniqueUVs_SelectChartingMethod=Select generation method:
2328GenerateUniqueUVs_UVGenerationFailed=Failed to generate UVs; Try adjusting increasing the max charts/stretch
2329GenerateUniqueUVs_UVGenerationSuccessful=Finished generating UVs; Charts: `~; Largest stretch: `.2~
2330GenerateUniqueUVs_WindowTitle=Generate Unique UVs
2331GenericDialog_Cancel=&Cancel
2332GenericDialog_Continue=C&ontinue
2333GenericDialog_No=&No
2334GenericDialog_NotoAll=N&o to All
2335GenericDialog_OK=&OK
2336GenericDialog_Retry=&Retry
2337GenericDialog_WindowTitle=Message
2338GenericDialog_Yes=&Yes
2339GenericDialog_YestoAll=Yes to &All
2340GeomModifierPen_Warning_AddingVertexInWrongViewport=Vertices can only be added to one viewport at a time.
2341Geometry=Geometry for Current Level
2342GeometryMode=Geometry Mode
2343GeometryModifiers=Geometry Modifiers
2344GetPositionFromAnotherGroup=Select Transform Lookup Group...
2345GoTo=Go To
2346GoToActor=Go to Actor
2347GoToActorButtonGroupLabel=Go to
2348GoToBuilderBrush=Go to Builder Brush
2349GrayscaleScale=Grayscale Scale
2350GridSF=Grid
2351Group=Group
2352GroupBrowser_ToolTip=Show the group browser
2353GroupBrowser_ViewMenu=Groups
2354GroupBuildings=Group Buildings
2355GroupDelete=Group Delete
2356GroupOnNonInterpActor_F=WARNING: Tracks [`~] in Group `~ are associated with Actor `~ whose Physics mode is not set to PHYS_Interpolating. -This object may not animate correctly in game! -Consider changing the physics type to PHYS_Interpolating.\n
2357GroupOnStaticActor=WARNING: The Group %s have a Move Track acting on a Static Actor %s this is probably incorrect!
2358GroupOnStaticActor_F=WARNING: Tracks [`~] in Group `~ require a dynamic actor but are instead acting on a Static Actor `~ this is probably incorrect!\n
2359Group_Add=Add Actors to Group
2360Group_CantCreateGroupMultipleLevels=Can't group the selected actors because they are in different levels.
2361Group_ContainsMultipleProxies=Multiple proxies are present in the current selection.\nGrouping them will force a remerge of them based on current proxy dialog settings.\nAre you sure?
2362Group_ContainsProxyDelete=One or more of the actors that are being deleted is a proxy.\nDo you want to revert proxy `~ back to it's component meshes?
2363Group_ContainsProxyRemove=One or more of the actors that are being removed is a proxy.\nDo you want to revert proxy `~ back to it's component meshes?
2364Group_ContainsProxyUngroup=One or more of the groups that are being ungrouped contains a proxy.\nDo you want to revert the proxy from group `~ back to it's component meshes?
2365Group_Create=Create Group
2366Group_Disband=Disband Group
2367Group_F=Group`~
2368Group_Lock=Lock Groups
2369Group_ProxiesUnsupported1=One or more of the actors loaded are an unsupported proxy.\nSaving will prevent the proxy from being reverted, see log for details.
2370Group_ProxiesUnsupported2=One or more of the actors loaded are an unsupported proxy.\nThey have been reverted back to their base meshes, see log for details.
2371Group_Regroup=Regroup\tCtrl+G
2372Group_Remove=Remove from Group
2373Group_Selection=Group
2374Group_SelectionTopLevelMenu=Group Actors\tCtrl+G
2375Group_Ungroup=Ungroup\tShift+G
2376Group_Unlock=Unlock Groups
2377Groups=Groups
2378GrowSelection=Grow Selection
2379HUN=Hungarian (HUN)
2380HasLightmapUVs=Has Lightmap UVs
2381HavokCompress=Havok Compress...
2382HeatmapVisualizer_HeatRadius=Heat Bleed Radius
2383HeatmapVisualizer_MaxDensity=Max Density Scale
2384HeatmapVisualizer_MinDensity=Min Density Scale
2385HeatmapVisualizer_PixelDensity=Heatmap Pixel Density
2386HeatmapVisualizer_TakeScreenshot=Screenshot
2387HeatmapVisualizer_TitleBar=Heatmap Visualizer Options
2388HeightMapOnlyQ=HeightMap Only?
2389Heightmap=Heightmap
2390Help=Help
2391HiddenLevelDialogMakeVisible=Make All Visible
2392HiddenLevelDialogTitle=Hidden Level Warning
2393HiddenLevelsContinueWithBuildQ=\nThese levels will not be rebuilt. -Also, leaving them hidden may invalidate what is built in other levels. -Continue with build?
2394Hide3DTracks=Hide 3D Tracks
2395HideAll=Hide All
2396HideAllLevels = Hide All Levels
2397HideAllLevels=Hide All
2398HideBones=Hide Bone Selection
2399HideChildBones=Hide Child Bone Selection
2400HideDetails=Hide Details
2401HideOutput=Hide Output
2402HideSelected=Hide Selected
2403HideSelectedActors=Hide Selected Actors
2404HideSelectedAtStartup=Hide Selected at Editor Startup
2405HideSelectedLevels=Hide
2406HideUnselected=Hide Unselected
2407HideUnusedConnectors=Hide Unused Connectors
2408High=High
2409HitProxiesSF=Hit Proxies
2410HLODClusterColorationSF=HLOD Cluster Coloration
2411HotLoadTargetRequired=Failed to HotLoad. -Please select a console target with a running game from the dropdown menus.
2412INT=American English (INT)
2413ITA=Italian (ITA)
2414IdealDensity=Ideal Density
2415IgnoreKismetReferencedActors=Ignore UnrealKismet referenced actors
2416IlluminatingActors=Illuminating actors
2417IlluminatingActorsF=Illuminating actors (`~ of `~)
2418IlluminatingBSP=Illuminating BSP
2419IlluminatingBSPF=Illuminating BSP (`~ of `~)
2420ImageGrainSF=Image Grain
2421ImageReflection=Image Reflection
2422ImageReflectionsSF=Image Reflections
2423Import=Import
2424ImportAnimDialog_AnimatorPrompt="Animator:"
2425ImportAnimDialog_EnterInitials="Enter initials"
2426ImportBrush=Import Brush
2427ImportColorsWindow_WindowTitle=Import Vertex Colors From TGA
2428ImportE=Import...
2429ImportEWithHotkey=Import...\tCtrl+I
2430ImportError_TooManyDamageRegions=Import Failed: Having more than 32 Damage regions is not supported
2431ImportError_TooManyDismembermentRegions=Import Failed: Having more than 32 Dismemberment regions is not supported
2432ImportError_TooManyMaterialSlots=Import Failed: Having more than 9 material slots is not supported
2433ImportEx=Import...
2434ImportExport=Import/Export
2435ImportFbxAnim=Import &FBX Animation\tCtrl+F
2436ImportFbxAnimUsingMetaData=Import FBX Animation With MetaData
2437ImportFbx_Anim_File=Import AnimSet From Fbx File
2438ImportFileE=Import from File...
2439ImportFromFXA=Import from .FXA...
2440ImportHavokHKX=Import from Havok HKX...
2441ImportLevelE=Import Level...
2442ImportMatineeSequence=Import Matinee Sequence
2443ImportMatineeSequence_MissingCameras=Create all cameras not in the current UE3 scene but present in the file?
2444ImportMeshLOD=Import Mesh LOD...
2445ImportMeshWeightUsage0=Partial Weight Swap (Gore)
2446ImportMeshWeightUsage1=Full Weight Swap
2447ImportMeshWeightUsage=Weight Usage Type:
2448ImportMeshWeightUsageTitle=Select a mesh weight usage
2449ImportMeshWeights=Import Mesh Weights...
2450ImportMeshWeightsFilename=Mesh Weights Filename
2451ImportMeshWeightsFilenameBase=Mesh Base Filename
2452ImportMeshWeightsMismatch=Importing weights: Mismatched mesh data. Cannot import mesh weights.
2453ImportMeshWeightsSuccessful=Mesh Weights For LOD `~ Imported Successfully!
2454ImportMeshWeightsTitle=Import Mesh Weights
2455ImportMorphTarget=Import MorphTarget
2456ImportMorphTargetLOD=Import MorphTarget LOD...
2457ImportMorphTargets=Import MorphTarget using Import File Name
2458ImportMorphTargetsLOD=Import MorphTarget LOD using Import File Name
2459ImportPSA=Import PSA...
2460ImportPSAFile=Import PSA File
2461ImportScaleformFolderE=Import Scaleform Folder...
2462ImportSequence=Import Sequence
2463ImportSequence_F=Import sequence `~
2464Import_SourceFileNotFound=Source File Not Found. -Browse to source file.
2465Import_TextureHasBeenPaintedInEditor=The texture '`~' has been painted on by the Mesh Paint tool.\nReimporting it will override any changes.\nWould you like to continue?
2466ImportedFileAlreadyExists_Title=Overwrite existing file?
2467ImportedSoundAlreadyExists_F=You are about to import '`~' over an existing sound. Would you like to overwrite the existing settings?\n\nYes or Yes to All: Overwrite the existing settings.\nNo or No to All: Preserve the existing settings.\nCancel: Abort the operation.
2468ImportedTextureAlreadyExists_CancelImport=Cancel
2469ImportedTextureAlreadyExists_DiscardSettings=Replace
2470ImportedTextureAlreadyExists_DiscardSettingsAll=Replace All
2471ImportedTextureAlreadyExists_F=The specified texture already exists and will be overwritten. -Do you want to keep the existing texture's settings?
2472ImportedTextureAlreadyExists_PreserveSettings=Keep
2473ImportedTextureAlreadyExists_PreserveSettingsAll=Keep All
2474Importing=Importing
2475ImportingActors=Importing actors
2476ImportingBrush=Importing brush
2477ImportingFbxAnimations=Importing FBX animations
2478ImportingMap_F=Importing map: `~...
2479ImportingSkeletalMeshFile=Importing Skeletal Mesh File
2480Importingf=Importing (`~ of `~)
2481InEditor=In Editor
2482Info=Info
2483InputDelayText=Delay:
2484InsertTime=Insert Time (as a whole number of frames)
2485InsertTimeCurrent=Insert Time At Current
2486InsertToObjectListVars_F=Insert `~ Into Object List
2487InsideOf=Inside Of
2488InstanceProps=Instance Properties [I]
2489InstancedStaticMeshesSF=Instanced Static Meshes
2490InterpCountLabel=Interp Count:
2491InterpEdCollapseAllGroups=Collapse All
2492InterpEdCollapseAllGroups_Desc=Collapse the entire heirarchy of folders, groups and tracks in UnrealMatinee's track window
2493InterpEdCurveEditor=UnrealMatinee Curve Editor
2494InterpEdExpandAllGroups=Expand All
2495InterpEdExpandAllGroups_Desc=Expand the entire heirarchy of folders, groups and tracks in UnrealMatinee's track window
2496InterpEdTrackEditor=UnrealMatinee Track Editor
2497InterpEdWarningList_F=UnrealMatinee detected the following warnings:\n\n`~
2498InterpEd_AddNewFolder=Add New Folder
2499InterpEd_AllowKeyframeBarSelection=Allow Keyframe Bar Selection
2500InterpEd_AllowKeyframeTextSelection=Allow Keyframe Text Selection
2501InterpEd_ChangeGroupFolder=Change Group Folder
2502InterpEd_Copy_GroupDesc=Copy the selected group to the UnrealMatinee clipboard.
2503InterpEd_Copy_NeedToSelectGroup=No selected tracks or groups to copy. -Please highlight a track or group to copy by clicking on the track or group's name to the left.
2504InterpEd_Copy_TrackDesc=Copy the selected track to the UnrealMatinee clipboard.
2505InterpEd_CreateCameraActorAtCurrentCameraLocation=Create Camera Actor at Current Camera Location
2506InterpEd_Cut_GroupDesc=Cut the selected group to the UnrealMatinee clipboard.
2507InterpEd_Cut_SelectedTrackOrGroup=Cut Selected Track Or Group
2508InterpEd_Cut_TrackDesc=Cut the selected track to the UnrealMatinee clipboard.
2509InterpEd_DeleteSelectedFolder=Are you sure you want to delete folder (`~)? -Any groups that are attached to this folder will be detached first (but not deleted)!
2510InterpEd_Duplicate_NoGroup=Must Select A Group Before Duplicating
2511InterpEd_EditMenu_DeleteSelectedKeys=Delete Selected Keys
2512InterpEd_EditingGridMenu_Size=`~ x `~
2513InterpEd_ExportSoundCueInfoDialogTitle=Export Sound Cue Info
2514InterpEd_FileMenu_ExportAll=Export All...
2515InterpEd_FileMenu_ExportAnimInfo=Export Animation Track Info...
2516InterpEd_FileMenu_ExportBakeTransforms=Bake Transforms on Export
2517InterpEd_FileMenu_ExportSoundCueInfo=Export Sound Cue Info...
2518InterpEd_FileMenu_Import=Import...
2519InterpEd_FixedTimeStepPlayback_Desc=Fixed Time Step Playback | Locks the playback rate to the frame rate specified in the Snap Size setting
2520InterpEd_FrameRate_120_fps=120 fps
2521InterpEd_FrameRate_15_fps=15 fps
2522InterpEd_FrameRate_24_fps=24 fps (film)
2523InterpEd_FrameRate_25_fps=25 fps (PAL/25)
2524InterpEd_FrameRate_29_97_fps=29.97 fps (NTSC/30)
2525InterpEd_FrameRate_30_fps=30 fps
2526InterpEd_FrameRate_50_fps=50 fps (PAL/50)
2527InterpEd_FrameRate_59_94_fps=59.94 fps (NTSC/60)
2528InterpEd_FrameRate_60_fps=60 fps
2529InterpEd_HeadTrackingActionDialogText=HeadTracking Action
2530InterpEd_HeadTrackingActionDialogTitle=Choose HeadTracking
2531InterpEd_HierachyRepairsNotification=Warning: -Problems were detected with the organizational data in this Matinee sequence and repairs have been made. -Some groups may have been removed from the folders they were previously in. -No changes were made to the actual Matinee sequence data. -You should resave the level to make these repairs permanent.
2532InterpEd_InitialInterpModeComboBox_Desc=Initial Interp Mode | Selects the curve interpolation mode for newly created keys
2533InterpEd_KeyContext_ConditionMenu=Active Condition
2534InterpEd_KeyContext_DeleteSelected=Delete
2535InterpEd_KeyContext_SetCondition_Always=Always Active
2536InterpEd_KeyContext_SetCondition_GoreDisabled=Active if Gore is Disabled
2537InterpEd_KeyContext_SetCondition_GoreEnabled=Active if Gore is Enabled
2538InterpEd_KeyContext_SetMasterPitch=Set Master Pitch
2539InterpEd_KeyContext_SetMasterVolume=Set Master Volume
2540InterpEd_KeyContext_SyncContentBrowserToSoundCue_F=Find `~ in Content Browser...
2541InterpEd_LaunchDirectorWindow=Launch Director Window
2542InterpEd_LaunchRecordingWindow_Tooltip=Launch Recording Window for Matinee
2543InterpEd_MatineeDirector_Title=Matinee Director
2544InterpEd_MatineeRecordMode_Tooltip=Recording Mode for Matinee
2545InterpEd_MatineeRecord_Title=Matinee Track Recorder
2546InterpEd_MoveActiveGroupToFolder=Move Group Into Folder
2547InterpEd_MoveGroupToActiveFolder=Move Group Into This Folder
2548InterpEd_MoveToBeginning=Move To The Sequence Beginning
2549InterpEd_MoveToCurrentPosition=Move To Current Timeline Position
2550InterpEd_MoveToEnd=Move To Sequence End
2551InterpEd_MoveToEndOfLongestTrack=Move To Longest Track Endpoint
2552InterpEd_MoveToEndOfSelectedTrack=Move To Longest Selected Track Endpoint
2553InterpEd_Move_SelectedTrackOrGroup=Move Selected Track Or Group
2554InterpEd_MovementTrackContext_HideAll3DTracjectories=Hide All Trajectories
2555InterpEd_MovementTrackContext_NormalizeVelocity=Normalize Velocity
2556InterpEd_MovementTrackContext_Show3DTracjectory=Show 3D Trajectory
2557InterpEd_MovementTrackContext_ShowAll3DTracjectories=Show Trajectories for All Tracks
2558InterpEd_MovementTrackContext_SplitMovementTrack=Split translation and rotation
2559InterpEd_NoKeyframesSelected=No Keyframes Were Selected
2560InterpEd_ParticleReplayKeyContext_SetClipIDNumber=Select Particle Replay Clip ID
2561InterpEd_ParticleReplayKeyContext_SetDuration=Set Particle Clip Duration
2562InterpEd_ParticleReplayTrackContext_StartRecording=Start Recording Particles
2563InterpEd_ParticleReplayTrackContext_StopRecording=Stop Recording Particles
2564InterpEd_Paste_GroupDesc=Paste previously copied group from the UnrealMatinee clipboard.
2565InterpEd_Paste_GroupOrTrackDesc=Paste previously copied group or track from the UnrealMatinee clipboard.
2566InterpEd_Paste_NeedToSelectGroup=No selected groups to paste into. -Please highlight a group to copy by clicking on the group's name to the left.
2567InterpEd_Paste_OneGroup=Can only have one group selected when pasting.
2568InterpEd_Paste_SelectedTrackOrGroup=Paste Selected Track Or Group.
2569InterpEd_RecordMenu_CameraMovementScheme=Camera Movement
2570InterpEd_RecordMenu_CameraMovementScheme_FreeCam=Free Camera
2571InterpEd_RecordMenu_CameraMovementScheme_PlanarCam=Planar Camera
2572InterpEd_RecordMenu_InvertXAxis=Invert X Axis
2573InterpEd_RecordMenu_InvertYAxis=Invert Y Axis
2574InterpEd_RecordMenu_PitchSmoothing=Pitch Smoothing
2575InterpEd_RecordMenu_RecordMode=Record Mode
2576InterpEd_RecordMenu_RollSmoothing=Roll Smoothing
2577InterpEd_RecordMenu_RotationSpeedMultiplier=Rotation Speed
2578InterpEd_RecordMenu_TranslationSpeedMultiplier=Translation Speed
2579InterpEd_RecordMenu_Trim=Trim
2580InterpEd_RecordMenu_ZoomDistance=Zoom Distance
2581InterpEd_RecordMenu_ZoomSpeedMultiplier=Zoom Speed
2582InterpEd_RecordMode_CameraGroupName=CameraGroup
2583InterpEd_RecordMode_DuplicateTracksMode=Duplicate Selected Tracks
2584InterpEd_RecordMode_NewCameraAttachedMode=New Attached Camera Mode
2585InterpEd_RecordMode_NewCameraMode=New Camera Mode
2586InterpEd_RecordMode_ReplaceTracksMode=Replace Selected Tracks
2587InterpEd_RecordingStateActive=Recording `~ / `~
2588InterpEd_RecordingStateGetReadyPause=Recording will begin in `~
2589InterpEd_RecordingWindowTitle=Matinee Recording Window
2590InterpEd_RemoveFromGroupFolder=Remove From Folder
2591InterpEd_Rename_Track=Rename Track
2592InterpEd_SetParticleReplayKeyClipIDNumber_DialogCaption=New clip ID
2593InterpEd_SetParticleReplayKeyClipIDNumber_DialogTitle=Set Particle Clip ID Number
2594InterpEd_SetParticleReplayKeyDuration_DialogCaption=New duration (in seconds)
2595InterpEd_SetParticleReplayKeyDuration_DialogTitle=Set Particle Clip Duration
2596InterpEd_SnapComboBox_Desc=Snap Size | Selects the timeline granularity for snapping and visualization purposes
2597InterpEd_Snap_Keys=Snap to Keys
2598InterpEd_TimelineInfo_Frames=frames
2599InterpEd_TimelineInfo_Seconds=seconds
2600InterpEd_ToggleGorePreview=Enable Gore in Editor Preview
2601InterpEd_ToggleMatineeRecord_Tooltip=Start Recording Tracks.
2602InterpEd_ToggleSnapTimeToFrames_Desc=Snap Time to Frames | Snaps the timeline cursor to the frame rate specified in the Snap Size setting
2603InterpEd_ToggleTrackOnNonToggleableLight_F=WARNING: Toggle tracks [`~] in Group `~ are bound to a non toggleable light actor `~ this light will be not be toggled by UnrealMatinee! -Consider changing the light to an appropriate toggleable light class.\n
2604InterpEd_ToolBar_CreateMovie_Desc=Create a Movie
2605InterpEd_ToolBar_PlayReverse_Desc=Play in Reverse | Plays the Matinee sequence backwards, starting from the time cursor's position
2606InterpEd_TrackKeyAffectedByForceStartPosition_F=WARNING: bForceStartPos is enabled but a `~ Track in Group '`~' has a key frame before ForceStartPosition time of `02~. -(Key frame will be IGNORED when sequence is played back in game!)\n
2607InterpEd_Track_TooManySelected=Only 1 track can be selected for this operation.
2608InterpEd_Undo_ShowOrHideAllTrajectories=Show or Hide All Trajectories
2609InterpEd_Undo_SplitTranslationAndRotation=Split translation and rotation
2610InterpEd_Undo_ToggleTrackEnabled=Enable/Disable Track
2611InterpEd_Undo_ToggleTrajectory=Toggle 3D Trajectory for Track
2612InterpEd_ViewMenu_EditingCrosshair=Display Crosshair in Viewport
2613InterpEd_ViewMenu_EditingGrid=Viewport Editing Grid
2614InterpEd_ViewMenu_EnableEditingGrid=Enable Editing Grid
2615InterpEd_ViewMenu_FixedTimeStepPlayback=Fixed Time Step Playback
2616InterpEd_ViewMenu_PreferFrameNumbers=Show Frames Numbers in Anim Tracks
2617InterpEd_ViewMenu_Show3DTrajectories=Draw 3D Trajectories
2618InterpEd_ViewMenu_ShowTimeCursorPosForAllKeys=Show Cursor Position for All Anim Keys
2619InterpEd_ViewMenu_SnapTimeToFrames=Snap Time to Frames
2620InterpEd_ViewMenu_ToggleSnap=Snap Keys
2621InterpEd_ViewMenu_ViewportFrameStats=Display Frame Stats in Viewport
2622InterpEd_ViewMenu_ZoomToTimeCursorPosition=Zoom to Time Cursor Position
2623InterpEd_VisibilityActionDialogText=Visibility Action
2624InterpEd_VisibilityActionDialogTitle=Choose Visibility Action
2625InterpEdit=InterpEdit
2626InterpMode=Interp Mode
2627InterpPointColor=Interp Point Color
2628Intersect=Intersect
2629IntersectingBrushWithWorld=Intersecting brush with world
2630IntoExistingMapE=Into Existing Map...
2631IntoNewMapE=Into New Map...
2632InvalidAnimSequence=Invalid animation sequence.
2633InvalidSkeletalMesh=No valid skeletal mesh.
2634Inventory=Inventory
2635InvertLevelSelection=Invert Level Selection
2636InvertSelection=Invert Selection
2637InvertSelections=Invert Selections
2638Invisible=Invisible
2639IssueReporter=Report an Issue
2640Italic="Italic"
2641JPN=Japanese (JPN)
2642JournalUpdate=GAD Update on Restart
2643JumpPathBuildingPositions=Jump To Path Building Positions
2644KOR=Korean (KOR)
2645KeepExistingUVText=Pack UVs only (keep existing charts)
2646KeyAlreadyBound=The key combination entered is already bound to a command:\n`~\n\nIf you continue, this command will be unbound. -Continue binding?
2647KeyFrames=Keys
2648Key_F=KEY `~
2649Keypoints=Keypoints
2650Kismet=Kismet
2651KismetBookmark_InvalidSequence=The requested bookmark is set to an invalid sequence and has been deleted!
2652KismetCantHaveCrossLevelReferences_F=UnrealKismet operation failed: can't have cross level reference from `~ to `~
2653KismetCaption_F=UnrealKismet: `~
2654KismetClassSearch_Action=Action
2655KismetClassSearch_Condition=Condition
2656KismetClassSearch_Event=Event
2657KismetClassSearch_Variable=Variable
2658KismetClearBreakpoint=Clear Breakpoint
2659KismetPopup=UnrealKismet
2660KismetPropertyValue=Property Values
2661KismetRealtimeDebuggingCallstackCopy=Copy Callstack to Clipboard
2662KismetReferencesSF=Kismet References\tK
2663KismetSearch=Kismet Search
2664KismetSetBreakpoint=Set Breakpoint
2665KismetUndo_UpdateMultiple=Update Sequence Objects
2666KismetUndo_Update_f=Update Sequence Object '`~'
2667KismetUpdate=Kismet Update
2668KismetWithHotkey=Kismet\tCtrl+K
2669Kismet_InvalidEmitter=ParticleEvent: Not a valid emitter actor.
2670Kismet_InvalidPSysTemplate=ParticleEvent: `~ has no particle system template.
2671Kismet_NavHistory_NodesSelected=`~ Nodes Selected
2672Kismet_NoEmittersInPSysTemplate=ParticleEvent: `~ has no emitters in the particle system.
2673LBI_TotalTexelMemoryLabel=Total Non BSP Texel Mem:
2674LBI_TotalUnmappedTexelMemoryLabel=Total Non BSP Unmapped Mem:
2675LBO_BuildBSP=Build BSP
2676LBO_BuildLightProbes=Build Light Probes
2677LBO_BuildOnlyChangedLighting=Build Only Changed Lighting
2678LBO_BuildOnlyCurrentLevel=Build Only Current Level
2679LBO_BuildOnlySelected=Build Only Selected
2680LBO_BuildOnlySelectedActors=Build Only Selected Actors
2681LBO_BuildOnlySelectedBakeVolumes=Build Only Within Selected Bake Volumes
2682LBO_BuildOnlySelectedLevels=Build Only Levels Selected in the Level Browser
2683LBO_BuildOnlyVisibility=Build Only Visibility
2684LBO_BuildOnlyVisibleLevels=Build Only Visible Levels
2685LBO_BuildStaticMeshes=Build Static Meshes
2686LBO_CantFindLevelBrowser=Can't find Level Browser, lighting build aborted.
2687LBO_FullQualityBuild=Perform full quality build
2688LBO_ImportTexturesAsSRGB=Import Lightmap Textures as SRGB
2689LBO_LightingBuildOptions=Lighting Build Options
2690LMRatioAdjust_NoLevelsToProcess=No levels to process.
2691LMRatioAdjust_NoPrimitivesSelected=No primitive type selected.
2692LMSI_Minimum=Enter minimum resolution required for applying adjustment
2693LMSI_Ratio=Enter ratio to apply
2694LODALLImportSuccessful=All mesh LODs were imported successfully!
2695LODBoneDoesNotMatch=Bone '`~' not found in base SkeletalMesh '`~'.\nImport failed.
2696LODBoneHasIncorrectParent=Bone '`~' in LOD has parent '`~' instead of '`~'
2697LODChooseText=Mesh LOD to generate UVs for
2698LODGenerationSuccessful=LOD Generation Successful.\nThe new triangle count may not exactly match the requested triangle count.
2699LODHighest=LOD Highest
2700LODImportFail=Failed to import mesh for LOD `~!
2701LODImportSuccessful=Mesh for LOD `~ imported successfully!
2702LODImportUnsuccessful=Mesh for LOD `~ import failed!
2703LODLabel=LOD:
2704LODLevel:=LOD Level:
2705LODLowest=LOD Lowest
2706LODMissingSocketBone=This LOD is missing bone '`~' used by socket '`~'.\nAborting import.
2707LODRootNameIncorrect=Root bone in LOD is '`~' instead of '`~'.\nImport failed.
2708LODSF=LOD Parenting
2709LODTriCount=New Triangle Count:
2710LODUnset=LOD Unset
2711LSMI_GetResolutionTitle=Enter Lightmap Resolution (will round to power of two)
2712LSMI_IncludeBSP=Convert all BSP as well?
2713Landscape=Landscape
2714LandscapeExport_HeightmapFilename=Choose filename for Heightmap Export
2715LandscapeExport_LayerFilename=Choose filename for Layer `~ Export
2716LandscapeExport_Warning=Landscape has large number(`~) of components, so it will use large amount memory to copy it to the clipboard. Do you want to proceed?
2717LandscapeGizmoExport_Warning=Landscape Gizmo has no copyed data. You need to choose proper targets and copy it to Gizmo.
2718LandscapeGizmoImport_Warning=Landscape Gizmo is about to import large amount data (`~MB) from the clipboard, which will take some time. Do you want to proceed?
2719LandscapeImport_BadHeightmapSize=File size does not match
2720LandscapeImport_BadLayerName=You must enter a name for the layer being imported from `~.
2721LandscapeImport_BadLayerSize=Layer `~ file size does not match the heightmap resolution.
2722LandscapeImport_Warning=Landscape is about to import large amount memory (`~MB) from the clipboard, which will take some time. Do you want to proceed?
2723LandscapeLayerInfo_Warning=LandscapeLayerInfoObject (`~) is in the same package as the Landscape Actor. To support streaming levels, you must move the LandscapeLayerInfoObject to another package.
2724LandscapeMaterial_Warning=Selected Landscape components' Materials are in the same package as the Landscape Component. To support streaming levels, you must move the Material to another package.
2725LandscapeMode=Landscape Mode
2726LandscapeMode_AddComponent=Add new Landscape Component
2727LandscapeMode_AddLayerDuplicate=There is already a layer named `~.
2728LandscapeMode_AddLayerEnterName=Please enter a valid layer name.
2729LandscapeMode_Brush_Alpha=Alpha
2730LandscapeMode_Brush_Circle=Circle
2731LandscapeMode_Brush_Component=Component
2732LandscapeMode_Brush_Falloff_Linear=Linear falloff
2733LandscapeMode_Brush_Falloff_Smooth=Smooth falloff
2734LandscapeMode_Brush_Falloff_Spherical=Spherical falloff
2735LandscapeMode_Brush_Falloff_Tip=Tip falloff
2736LandscapeMode_Brush_Gizmo=Gizmo
2737LandscapeMode_Brush_PatternAlpha=Pattern Alpha
2738LandscapeMode_Copy=Copy
2739LandscapeMode_DeleteComponent=Delete Landscape Components
2740LandscapeMode_EditTransaction=Landscape Editing: `~
2741LandscapeMode_Erosion=Erosion
2742LandscapeMode_Flatten=Flatten
2743LandscapeMode_HydraErosion=Hydraulic Erosion
2744LandscapeMode_Mask=Region Selection
2745LandscapeMode_MoveToLevel=Move to Streaming Level
2746LandscapeMode_Noise=Noise
2747LandscapeMode_Paint=Paint
2748LandscapeMode_Paste=Paste
2749LandscapeMode_Region=Region Copy/Paste
2750LandscapeMode_RemoveLayer=Are you sure you want to delete the layer `~? All painted information for this layer will be lost.
2751LandscapeMode_Selection=Component Selection
2752LandscapeMode_Smooth=Smooth
2753LandscapeMode_Visibility=Visibility
2754LandscapeMoveToStreamingLevel_RenameFailed=Move To Streaming Level did not succeed because shared resources could not be moved to a new package.
2755LandscapeMoveToStreamingLevel_SharedResources=The following items must be moved out of the persistent level and into a package that can be shared between multiple levels:\n\n`~
2756LandscapeMoveToStreamingLevel_Warning=The Move to Level feature is only available when the Landscape Actor is placed in the persistent level.
2757LandscapePhyMaterial_Warning=Landscape's DefaultPhysMaterial is in the same package as the Landscape Actor. To support streaming levels, you must move the PhysicalMaterial to another package.
2758LandscapeReImport_BadFileName=Reimport Source Filename is invalid
2759LandscapeReImport_BadFileSize=`~'s filesize does not match with current Landscape extent
2760LargeVerticesSF=Large Vertices
2761Lathe=Lathe
2762LaunchBudgetViewer=Budget Viewer
2763LaunchKodle=Kodle
2764LaunchMatrixHUB=MatrixHUB
2765LaunchDismembermentEd=Dismemberment Editor
2766LaunchUnrealConsole=UnrealKonsole
2767LaunchWwiseImporter=Wwise Importer
2768LaunchWwiseHashLookup=Wwise Hash Lookup
2769LaunchFacialExporter=Facial Cinema Exporter
2770Layer=Layer
2771LayerBrowser_ViewMenu=Layers
2772LayerDesc_F=`~ (`~ actors)
2773LayerSetUp=Layer Set Up
2774Layer_F=Layer`~
2775Layers=Layers
2776LayersBrowser_ToolTip=Show the layer browser
2777LeanLeft=Lean Left
2778LeanRight=Lean Right
2779LensFlareEditorCaption_F=Unreal LensFlare Editor: `~
2780LensFlareEditor_DeleteElement=Delete element
2781LensFlareEditor_DisableElement=Disable element
2782LensFlareEditor_ElementAdd=Add element
2783LensFlareEditor_ElementAddAfter=Add element after
2784LensFlareEditor_ElementAddBefore=Add element before
2785LensFlareEditor_ElementDuplicate=Duplicate element
2786LensFlareEditor_EnableElement=Enable element
2787LensFlareEditor_ResetElement=Reset element
2788LensFlareEditor_SavePackage=Save package
2789LensFlareEditor_SelectLensFlare=Select lens flare
2790LensFlareSF=Lens Flares
2791LensFlares=Lens Flares
2792Level/Package=Level/Package
2793Level=Level
2794LevelAlreadyExistsInWorld=Cannot load level "%s" because it has already been loaded.
2795LevelBrowserMenu_AutoUpdateLevelsForChangedActors=Auto Update Actors in Level Grids
2796LevelBrowserMenu_AutoUpdateLevelsForChangedActors_Help=Toggles whether or not actors in grid volume levels are automatically moved to their "best" level after most operations
2797LevelBrowserMenu_UpdateLevelsForAllActors=Update All Actors in Level Grids
2798LevelBrowserMenu_UpdateLevelsForAllActors_Help=Checks for any actors that reside in grid volume levels and moves them to the "best" level if necessary (based on spatial overlap, etc.)
2799LevelBrowser_AssignKeywords=Assign Keywords...
2800LevelBrowser_CurrentLevel= -CURRENT LEVEL -
2801LevelBrowser_CurrentLevelGridVolume= -CURRENT GRID -
2802LevelBrowser_KeywordDialog_Cancel=Cancel
2803LevelBrowser_KeywordDialog_Cancel_Tooltip=Cancel the assignment of new keywords to selected levels
2804LevelBrowser_KeywordDialog_Message=Selected Keywords to associate with the selected levels
2805LevelBrowser_KeywordDialog_SaveKeywords=Save
2806LevelBrowser_KeywordDialog_SaveKeywords_Tooltop=Assigns keywords to selected levels
2807LevelBrowser_KeywordDialog_Title=Level Keywords
2808LevelBrowser_KeywordFilter_NoFilterStringsButton=No keywords specified. -Click for information.
2809LevelBrowser_KeywordFilter_NoFilterStringsDetail=Add [LevelBrowser.Keywords]"+Keywords=..." to DefaultEditor.ini to Filter Levels
2810LevelBrowser_KeywordFilter_Title=Filter by keyword
2811LevelBrowser_KeywordFilter_ToggleFilterWindowVisibility=Toggle Filter Window
2812LevelBrowser_KeywordFilter_UncheckAll=All Levels
2813LevelBrowser_LevelVisible_Tooltip=Toggle Level Visibility
2814LevelBrowser_LightMapsMemory=Lightmaps
2815LevelBrowser_LockLevel_Tooltip=Lock Level
2816LevelBrowser_MakeCurrentMoveActorsToThisLevel=Make Level Current & Move Selected Actors To It
2817LevelBrowser_Menu_LevelMemorySizeData=Level Memory/Size Data
2818LevelBrowser_MoveActorsToThisLevel=Move Selected Actors To This Level
2819LevelBrowser_Properties=Level Properties...
2820LevelBrowser_RemovingDirtyLevelFromWorld=You are about to remove dirty levels from the world and your changes to these levels will be lost. -Proceed?
2821LevelBrowser_ShadowMapsMemory=Shadowmaps
2822LevelBrowser_ToolTip=Show the level browser
2823LevelBrowser_ViewMenu=Level
2824LevelColorationSF=Level Coloration
2825LevelLightingDirtyTooltip=Lighting Needs to be Rebuilt (Click to rebuild!)
2826LevelLightingNotDirtyTooltip=Lighting is Up to Date
2827LevelOperationProgress_MoveActorsToLevel=Moving Actors Between Levels...
2828LevelViewportColorPicker_Title=Select a Color
2829LevelViewportContext_AssignMaterial=Assign from Content Browser
2830LevelViewportContext_AssignMaterialMultiple=Assign from Content Browser (All Components of Actors)
2831LevelViewportContext_Bookmarks=Bookmarks
2832LevelViewportContext_ClearCurrentLevelGridVolume=Clear Current Level Grid Volume
2833LevelViewportContext_Copy=Copy\tCtrl+C
2834LevelViewportContext_CopyMaterialPath=Copy Material Path to Clipboard
2835LevelViewportContext_Cut=Cut\tCtrl+X
2836LevelViewportContext_EditMaterialInterface=Edit Material...
2837LevelViewportContext_FindKismetF=Find `~ in UnrealKismet...\tCtrl+K
2838LevelViewportContext_FindStreamingVolumeLevelsInLevelBrowser=Find Streaming Volume Levels in Level Browser...
2839LevelViewportContext_FindStreamingVolumeLevelsInLevelBrowser_Help=Opens the Level Browser and selects all levels associated with the currently selected streaming volume or level grid volume
2840LevelViewportContext_ForcePlayFromHere=Force Play From Here (no startup kismet)
2841LevelViewportContext_ForcePlayFromHere_Desc=Check if we want to force PIE to start in exact place, suppressing kismet. It forces all levels to be streamed in, skips all level begin events and sets all matinees to be skipable.
2842LevelViewportContext_JumpToBookmark=Jump To Bookmark
2843LevelViewportContext_JumpToBookmarkNum=`~
2844LevelViewportContext_JumpToRestoreBookmark=Jump To Bookmark (Restore)
2845LevelViewportContext_JumpToRestoreBookmarkNum=`~
2846LevelViewportContext_LevelMenu=Level
2847LevelViewportContext_LockActorMovement=Lock Actor Movement
2848LevelViewportContext_MakeLevelGridVolumeCurrent=Make Level Grid Volume Current
2849LevelViewportContext_MoveCamerasToActor=Go to Actor\tHome
2850LevelViewportContext_Paste=Paste\tCtrl+V
2851LevelViewportContext_PasteHere=Paste Here
2852LevelViewportContext_PlayFromHere=Play from Here
2853LevelViewportContext_PlayFromHereInViewport=Play from Here in Viewport
2854LevelViewportContext_PlayFromHereInViewport_Desc=Play at this location in this editor viewport. Holding Control will start in spectator mode.
2855LevelViewportContext_PlayFromHereInViewport_VisibleOnly=Play from Here in Viewport (visible levels)
2856LevelViewportContext_PlayFromHere_Desc=Play at this location in an editor window. Holding Control will start in spectator mode.
2857LevelViewportContext_PlayFromHere_VisibleOnly=Play from Here (visible levels)
2858LevelViewportContext_PlayLevelMenu=Play Level
2859LevelViewportContext_PlayOnF=Play on `~
2860LevelViewportContext_PlayOn_Desc=Play at the current location on `~. Holding Control will start in spectator mode.
2861LevelViewportContext_PropertiesF=`~ Properties...\tF4
2862LevelViewportContext_Properties_MultipleF=`~ Properties (`~ Selected)...\tF4
2863LevelViewportContext_Reverse=Reverse\tShift+Q
2864LevelViewportContext_SaveBrushAsCollision=Set Collision from Builder Brush...
2865LevelViewportContext_SelectAllActorsOfTypeF=Select All `~ Actors
2866LevelViewportContext_SelectAllActorsOfTypeFWithArchetype=Select All `~ Actors with Archetype `~
2867LevelViewportContext_SelectAllBrushes=Select All Brushes
2868LevelViewportContext_SelectAllBrushesOfTypeF=Select All `~s
2869LevelViewportContext_SelectAllSurfaces=Select All Surfaces\tShift+S
2870LevelViewportContext_SelectBasedActors=Select Attached Actors
2871LevelViewportContext_SelectMenu=Select
2872LevelViewportContext_SetBookmark=Set Bookmark
2873LevelViewportContext_SetBookmarkNum=`~\tCtrl+`~
2874LevelViewportContext_SnapOriginToGrid=Snap Origin to Grid\tCtrl+End
2875LevelViewportContext_SnapVerticesToGrid=Snap Vertices to Grid
2876LevelViewportContext_SurfaceProperties=Surface Properties...\tF5
2877LevelViewportContext_SurfaceProperties_MultipleF=Surface Properties (`~ Selected)...
2878LevelViewportContext_SyncBaseMaterial=Find Base Material in Content Browser...\tCtrl+Shift+B
2879LevelViewportContext_SyncContentBrowser=Find in Content Browser...\tCtrl+B
2880LevelViewportContext_SyncMaterial=Find Material in Content Browser...\tCtrl+Shift+B
2881LevelViewportContext_SyncMaterialInstance=Find Instance in Content Browser...
2882LevelViewportContext_SyncTexture=Find Texture in Content Browser...
2883LevelViewportOptions_DefaultShowFlags=Reset to Default
2884LevelViewportOptions_DetailLighting=Detail Lighting\tAlt+4
2885LevelViewportOptions_LightComplexity=Light Complexity\tAlt+7
2886LevelViewportOptions_LightMapDensity=LightMap Density
2887LevelViewportOptions_LightingOnly=Lighting Only\tAlt+5
2888LevelViewportOptions_Lit=Lit\tAlt+3
2889LevelViewportOptions_LitLightmapDensity=Lighting Only with Texel Density
2890LevelViewportOptions_Reflections=Image Reflections Only
2891LevelViewportOptions_ShaderComplexity=Shader Complexity
2892LevelViewportOptions_TextureDensity=Texture Density\tAlt+6
2893LevelViewportOptions_Unlit=Unlit\tAlt+2
2894LevelViewportOptions_Wireframe=Wireframe\tAlt+1
2895LevelViewportToolBar_OptionsButton_ToolTip=Viewport Options Right Click for Show Flags Quick Menu
2896LevelViewportToolBar_RealTime=Real Time | Ctrl+R
2897LevelViewportToolBar_ToggleGameView_ToolTip=Enables 'Game View' mode which displays a more accurate preview of the game's graphics | G
2898LevelViewportToolbar_DetailLighting=Detail Lighting | Alt+4
2899LevelViewportToolbar_LightComplexity=Light Complexity | Alt+7
2900LevelViewportToolbar_LightMapDensity=LightMap Density
2901LevelViewportToolbar_LightingOnly=Lighting Only | Alt+5
2902LevelViewportToolbar_Lit=Lit | Alt+3
2903LevelViewportToolbar_LitLightmapDensity=Lighting Only with Texel Density
2904LevelViewportToolbar_PlayInViewportStart=Play in Viewport -Alt+F8
2905LevelViewportToolbar_PlayInViewportStop=Stop the current Play in Editor world.
2906LevelViewportToolbar_ShaderComplexity=Shader Complexity
2907LevelViewportToolbar_TextureDensity=Texture Density | Alt+6
2908LevelViewportToolbar_Unlit=Unlit | Alt+2
2909LevelViewportToolbar_Wireframe=Wireframe | Alt+1
2910Levels=Levels
2911LightComplexity=Light Complexity
2912LightDiffuseSF=Diffuse Lighting
2913LightDirectSF=Direct Lighting
2914LightEmissiveSF=Emissive Lighting
2915LightFiveColor="Light Five"
2916LightFourColor="Light Four"
2917LightFunctionsSF=Light Functions
2918LightIndirectSF=Indirect Lighting
2919LightInfluencesSF=Light Influences
2920LightMapDensity=LightMap Density
2921LightMapDensityRenderingOptions=LightMap Density Rendering Options
2922LightMapDensityRenderingOptionsToolTip=Shows the LightMap Density Rendering view mode options
2923LightMapExportData=Export Light Map to Background Folder
2924LightMapPopupMenu=Lightmap Options
2925LightMapRatioAdjust=Lightmap Resolution Adjustment
2926LightMapRatioAdjustToolTip=Shows the LightMap Resolution Adjustment window
2927LightMapResolution=Lightmap Resolution
2928LightOneColor="Light One"
2929LightPicker1_Title=Light One Details
2930LightPicker2_Title=Light Two Details
2931LightPicker3_Title=Light Three Details
2932LightPicker4_Title=Light Four Details
2933LightPicker5_Title=Light Five Details
2934LightQuality=Build Quality:
2935LightQuality_High=High
2936LightQuality_Medium=Medium
2937LightQuality_Preview=Preview
2938LightQuality_Production=Production
2939LightRadiusSF=Light Radius\tR
2940LightSSRSF=Screen Space Reflections
2941LightShaftsSF=Light Shafts
2942LightSpecularSF=Specular Lighting
2943LightThreeColor="Light Three"
2944LightTwoColor="Light Two"
2945Lighting=Lighting
2946LightingBuildInfo=Lighting Build Info
2947LightingBuildInfoToolTip=Shows the timings and unmapped texels of the last lighting build
2948LightingBuildOptions_ShowLightingBuildInfo=Show lighting stats after build completes
2949LightingChannels=Lighting Channels
2950LightingInfo=Lighting Info
2951LightingOnly=Lighting Only
2952LightingResults=Lighting Results
2953LightingResultsToolTip=Shows the results of the last lighting build
2954LightingStaticMeshInfo=Lighting StaticMesh Info
2955LightingStaticMeshInfoToolTip=Shows the lighting information for StaticMeshes
2956LightingTimings=Lighting Timings
2957LightingTimingsToolTip=Shows the timings of the last lighting build
2958LightingTools=Lighting Tools
2959LightingToolsTip=Shows the Lighting Tools window
2960LightingToolsWindow_WindowTitle=Lighting Tools
2961LightmapResRatioWindow_WindowTitle=Lightmap Resolution Ratio
2962LightmapResolution=Lightmap Resolution
2963LightmapResolutionSF=Lightmap Resolution
2964LightmassSettings=Lightmass Settings
2965LikeToKeepExistingCollision=Would You Like To Keep Existing Collision Data?\nAnswering 'No' Will Replace Existing Data With Data From Imported Mesh.
2966Linear=Linear
2967LinearAcceleration=Linear Acceleration
2968LinearVelocity=Linear Velocity
2969LinkCrowdDestinations=Link Crowd Destinations\tCtrl+Shift+L
2970LinkEditInvalF=Set new InVal for this link's endpoint. -Range is [%.3f, %.3f].
2971LinkEvent=Link Event
2972LinkObject=Link Object
2973LinkedObjEditor_NavHistory_BackTooltip=Navigate Back
2974LinkedObjEditor_NavHistory_ForceRemoveNavDataWarning=The history you have attempted to navigate to contains references to data that are no longer valid and has been discarded.
2975LinkedObjEditor_NavHistory_ForwardTooltip=Navigate Forward
2976LinkedObjEditor_NavHistory_PulldownTooltip=Navigation History
2977LinkedObjectModify=LinkedObject Modify
2978List=List
2979Lit=Lit
2980LitLightmapDensity=Lighting Only w/ Texel Density
2981LoDChooseText=Choose LOD
2982Load=Load
2983LoadAssetF=Load `~
2984LoadConfig=Load Config
2985LoadErrorMsg=The following resources were not found when loading the map. -Any references to them were set to NULL.\nWARNING : If you save the map now, these references will be saved as NULL.
2986LoadErrors=Load Errors
2987LoadKeyConfig=Load Key Configuration
2988LoadedPresets= All Presets
2989LoadingMapStatus_CleaningUp=(Clearing existing world)
2990LoadingMapStatus_Initializing=(Initializing world)
2991LoadingMap_F=Loading map: `~...
2992LoadingPackage=Loading package
2993LoadingPackagef=Loading package `~
2994Local=Local
2995LocalStandalone=Local Standalone
2996LocalizationID=Localization ID
2997Location=Location
2998Lock=LOCK
2999LockAllLevels=Lock All
3000LockCamera=Lock Camera
3001LockFramePlayback=Lock Frame Playback
3002LockReadOnlyLevels=Lock read only levels
3003LockSelectedActorsQ=Lock Selected Actors?
3004LockSelectedLevels=Lock Selected Levels
3005LockedQ=Locked?
3006Log=Log
3007LogBrowser_ToolTip=Show the log browser
3008LogBrowser_ViewMenu=Log
3009LoopSection=Loop Section
3010LoopSimulation=Loop Simulation
3011LoopSound=Loop Sound
3012Low=Low
3013LvlMakeCurrent=Make Current
3014LvlToggleBoundingBox=Bounding Box
3015LvlToggleVis=Visibility
3016MKAnimationTool=MK Animation Tool
3017MKBoneMatchViewer=MK Bone Match Viewer
3018MKBoneMatcher=MK Bone Matcher
3019MKMapErrorHelpURL=http://twiki/bin/view/MK/MKMapCheckWarningAndErrorInfo
3020MORE=\nMORE...Please see log window for complete listing.\n
3021MP3SoundCueMissing=The Sound Cue is not defined for the "`~" Kismet node
3022MRU=MRU
3023MWY_SetTeamTag=Set Team Tag
3024MainBrushMenu_CSGAdd=CSG Add\tCtrl+A
3025MainBrushMenu_CSGDeintersect=CSG Deintersect\tCtrl+D
3026MainBrushMenu_CSGIntersect=CSG Intersect\tCtrl+I
3027MainBrushMenu_CSGSubtract=CSG Subtract\tCtrl+S
3028MainBuildMenu_Lighting=Lighting\tCtrl+Shift+;
3029MainEditMenu_SelectAll=Select All
3030MainEditMenu_SelectBuilderBrush=Select Builder Brush\tF2
3031MainEditMenu_SelectNone=Select None
3032MainFileMenu_NewLevel=New Level...
3033MainFileMenu_SaveModified=Save Modified...
3034MainMenu_AddAVolume_ToolTip=Add a `~
3035MainMenu_AdjustDragGridSize_ToolTip=Adjust the Drag Grid size
3036MainMenu_AdjustRotationGridAngle_ToolTip=Adjust the Rotation Grid angle
3037MainMenu_AdjustScaleGridSize_ToolTip=Adjust the Scale Grid size
3038MainMenu_AlwaysOptimizeContentForMobile=Always Optimize Content for Mobile
3039MainMenu_AlwaysOptimizeContentForMobile_ToolTip=When enabled, additional optimizations will be applied to levels and assets in the editor to prepare them for mobile devices
3040MainMenu_AlwaysRemapKeysToFlightCamera=Use WASD for Camera Controls
3041MainMenu_AlwaysRemapKeysToFlightCamera_Desc=When enabled, the WASD keys will be used to pilot the perspective camera around. -Additionaly, the Z and C keys may be used to zoom in and out, and the Q and E keys will move the camera up and down.
3042MainMenu_AspectRatioAxisConstraint=Aspect Ratio Constraint
3043MainMenu_AspectRatioAxisConstraint_MaintainXFOV=Maintain X Axis FOV
3044MainMenu_AspectRatioAxisConstraint_MaintainYFOV=Maintain Y Axis FOV
3045MainMenu_AspectRatioAxisConstraint_MajorAxisFOV=Maintain Major Axis FOV
3046MainMenu_AutoAddNewSaves=Auto Add New Saves to Perforce
3047MainMenu_AutoAddNewSaves_ToolTip=Automatically adds files to the default changelist when saved (and they are no revisions of them)
3048MainMenu_AutoLoadMap=Auto load Map
3049MainMenu_AutoLoadMap_ToolTip=Select which map to auto load on editor startup
3050MainMenu_AutoLoadPackages=Auto load JSON Files...
3051MainMenu_AutoLoadPackages_ToolTip=Select which packages to be fully loaded on editor startup
3052MainMenu_AutoOpenPackages=Auto open JSON Files...
3053MainMenu_AutoOpenPackages_ToolTip=Select which packages to be opened in their editors on editor startup
3054MainMenu_AutoReimportTextures=Auto Reimport Textures
3055MainMenu_AutoReimportTextures_Desc=Automatically reimport textures when the source texture changes
3056MainMenu_AutoRestartReimportedFlashMovies=Apply GFx Movie Changes to Play In Editor
3057MainMenu_AutoRestartReimportedFlashMovies_Desc=Apply GFx Movie Changes to Play In Editor
3058MainMenu_AutoRestartReimportedFlashMovies_ToolTip=When enabled, changes to GFx movies will be propagated to currently playing instances in PIE
3059MainMenu_AutoUpdatingBSP=Auto Updating BSP Visualization
3060MainMenu_AutoUpdatingBSP_ToolTip=If selected, BSP will auto update when a brush actor is modified. -Ctrl+Alt+U can be used to toggle this option. -WARNING: Geometry still needs to be manually rebuild prior to playing a level.
3061MainMenu_AutosaveContent_ToolTip=Toggle the auto saving of content packages on/off
3062MainMenu_AutosaveMaps_ToolTip=Toggle the auto saving of map packages on/off
3063MainMenu_CenterZoomAroundCursor=Zoom to Cursor Position
3064MainMenu_CenterZoomAroundCursor_ToolTip=Zooming will be centered around the cursor. -If off, it will center on the viewport's center.
3065MainMenu_ChangeAutoSaveInterval_ToolTip=Change the auto save interval
3066MainMenu_ChangeLanguage_ToolTip=Change the language used by the editor to `~ (requires editor restart)
3067MainMenu_CleanBSPMaterials_ToolTip=Clear material references from stray BSP
3068MainMenu_ClickBSPSelectsBrush=Clicking BSP Selects Brush
3069MainMenu_ClickBSPSelectsBrush_ToolTip=If selected, clicking on a BSP surface selects the brush and Ctrl+Shift+Click selects the surface. -Otherwise, Ctrl+Shift+Click selects the brush and clicking selects the surface
3070MainMenu_ConvertTerrainToLandscapes_ToolTip=Convert legacy terrains into new landscapes
3071MainMenu_DefaultToRealtimeMode=Perspective Viewports Default to Real Time
3072MainMenu_DefaultToRealtimeMode_ToolTip=Default to Real Time Mode for Perspective Views
3073MainMenu_DistributionToggle=Use Curves for Distributions
3074MainMenu_EmulateMobileFeatures=Emulate Mobile Features
3075MainMenu_EmulateMobileFeatures_ToolTip=Toggles emulation of mobile input and rendering on PC (enables touch based input, disables gamma correction, certain post processes, directional light maps, etc.)
3076MainMenu_EnableD3D11=Enable DirectX 11 Rendering
3077MainMenu_EnableD3D11_ToolTip=Enables the DirectX 11 rendering path
3078MainMenu_FindActors=Find Actors...
3079MainMenu_FindActors_Desc=Search for actors in the scene
3080MainMenu_Help_OnlineHelp=Online Help...
3081MainMenu_Help_OnlineHelp_ToolTip=Go to online UDN help site
3082MainMenu_Help_SearchUDN=Search UDN...
3083MainMenu_Help_SearchUDN_ToolTip=Search UDN for information
3084MainMenu_Help_StartupTip=Display Startup Tip...
3085MainMenu_Help_StartupTip_ToolTip=Displays the Startup Tip dialog window with helpful information about using the editor
3086MainMenu_Help_UDKForums=UDK Forums...
3087MainMenu_Help_UDKForums_ToolTip=Go to the online UDK forums lots of help and advice is available here from other users
3088MainMenu_Help_WelcomeScreen=Show Welcome Screen...
3089MainMenu_Help_WelcomeScreen_ToolTip=Summon the Welcome Screen
3090MainMenu_HighlightWithBrackets=Highlight Selected Objects with Brackets
3091MainMenu_HighlightWithBrackets_ToolTip=When enabled, selected objects will be highlighted by brackets in all modes.
3092MainMenu_JournalUpdate_ToolTip=Schedule asset database update for next offline restart.
3093MainMenu_LinkedOrthographicViewports=Link Orthographic Viewport Movement
3094MainMenu_LinkedOrthographicViewports_ToolTip=If checked all orthographic viewports are linked to the same position and move together.
3095MainMenu_LoadSimpleLevelAtStartup=Load Simple Level At Startup
3096MainMenu_LoadSimpleLevelAtStartup_Tooltip=Loads a sample level when the editor starts
3097MainMenu_LockReadOnlyLevels_ToolTip=Prevent modifications to read only levels
3098MainMenu_MatQualityToggle=Use low quality materials
3099MainMenu_NeverRemapKeysToFlightCamera=Never Use WASD for Camera Controls
3100MainMenu_NeverRemapKeysToFlightCamera_Desc=Disables WASD camera controls, freeing up those buttons for other uses
3101MainMenu_OpenEditorPreferences=UnrealEd Preferences...
3102MainMenu_OpenEditorPreferences_ToolTip=Opens a window for configuring various UnrealEd settings and preferences
3103MainMenu_OpenMatinee=UnrealMatinee
3104MainMenu_OpenMatinee_Desc=Open UnrealMatinee
3105MainMenu_PIEVisibleOnly=Only Load Visible Levels in PIE
3106MainMenu_PIEVisibleOnly_ToolTip=When enabled, only currently visibles will be loaded in PIE
3107MainMenu_PSysLODRealtimeToggle=Enable Particle System LOD
3108MainMenu_PanMovesCanvas=Grab and Drag to Scroll Ortho Cameras
3109MainMenu_PanMovesCanvas_ToolTip=Click and drag will translate the camera in an orthographic view or canvas window, one to one with the mouse cursor movement. -If off, it will translate the camera freely.
3110MainMenu_Preferences=Preferences
3111MainMenu_Preferences_FlightCameraOptions=Flight Camera Controls
3112MainMenu_Preferences_Language=Editor Language
3113MainMenu_PromptSCCOnPackageModification=Prompt for Checkout on Package Modification
3114MainMenu_PromptSCCOnPackageModification_Desc=When enabled, any time a package under source control is modified, a prompt will appear asking to check it out.
3115MainMenu_PsysHelperToggle=Enable ParticleSystem Helpers
3116MainMenu_RegenAllProcBuildingLODTex_ToolTip=Regenerate all Procedural Building render to textures
3117MainMenu_RegenAllProcBuildings_ToolTip=Rebuild all Procedural Buildings
3118MainMenu_RegenSelectedProcBuildingLODText_ToolTip=Regenerate selected Procedural Building render to textures
3119MainMenu_RegenSelectedProcBuildings_ToolTip=Rebuild selected Procedural Buildings
3120MainMenu_RemapKeysToFlightCameraWithRMB=Use WASD Only When Right Mouse Button is Held
3121MainMenu_RemapKeysToFlightCameraWithRMB_Desc=When enabled, WASD camera controls will only be active while the right mouse button is held down
3122MainMenu_RemoveSpatialGrid=Remove Spatial Grid
3123MainMenu_RemoveSpatialGridToolTip=Deletes the Spatial Grid from the level
3124MainMenu_ReplaceRespectsScale=Preserve Actor Scale on Replace
3125MainMenu_ReplaceRespectsScale_ToolTip=If on, replacing an actor respects scale. If off, replacing an actor sets the new actor's scale to 1.0
3126MainMenu_ReplaceSkeletalMeshActors_ToolTip=Replace all Skeletal Mesh actors
3127MainMenu_ResetSuppressibleDialogs=Reset All Suppressible Dialog Boxes to Show
3128MainMenu_ResetSuppressibleDialogs_ToolTip=Reset all suppressible dialog boxes so that they show their warning
3129MainMenu_SelectBuilderBrush_ToolTip=Select the Builder Brush
3130MainMenu_SelectTranslucent=Allow Translucent Selection
3131MainMenu_SelectTranslucent_ToolTip=Enables selection of translucent objects in perspective viewports
3132MainMenu_SetFileListeners_ToolTip=Select which directories to monitor changes in
3133MainMenu_ShowSocketNames=Show Socket Names
3134MainMenu_SnapAngleType_ToolTip=Change the Snap Angle type
3135MainMenu_ToggleLODLocking=LOD View Locking
3136MainMenu_ToggleQuickProcBuilding=Enable Quick ProcBuilding Mode
3137MainMenu_ToggleSocketSnapping=Enable Socket Snapping
3138MainMenu_ToggleSpatialGridDrawing=Toggle SpatialGrid Drawing
3139MainMenu_ToggleSpatialGridDrawing_ToolTip=Toggle the drawing of the Spatial Grid
3140MainMenu_ToggleTranslucentSelection=Allow Translucent Selection
3141MainMenu_ToggleTranslucentSelection_ToolTip=When enabled, allows translucent objects to be selected.
3142MainMenu_UnlockReadOnlyLevels_ToolTip=Permit modifications to read only levels
3143MainMenu_UseStrictBoxSelection=Use Strict Box Selection in Ortho Viewports
3144MainMenu_UseStrictBoxSelection_Desc=When enabled, an object must be entirely encompassed by the selection box to be selected.
3145MainMenu_UseWireframeHalos=Enable Wireframe Halos (Perspective Views)
3146MainMenu_UseWireframeHalos_Desc=Enable wireframe halo post processing
3147MainMenu_ViewportCameraToUpdateFromPIV=Use Camera Location from Play In Viewport
3148MainMenu_ViewportCameraToUpdateFromPIV_ToolTip=Sets the viewport camera location and rotation to match that of Play in Viewport upon exiting
3149MainMenu_ViewportHoverFeedback=Highlight Objects Under Mouse Cursor
3150MainMenu_ViewportHoverFeedback_ToolTip=When enabled, objects will be highlighted in level viewports while hovering over them with the mouse cursor.
3151MainStatusBar_CurrentLevelF=Current Level: -`~
3152MainStatusBar_CurrentLevelGridVolumeF=Current Grid: -`~ -(Level: `~)
3153MainToolBar_ContentBrowser=Open the Content Browser | Ctrl+Shift+F
3154MainToolBar_FavoritesButton_ToolTip=Toggle Map File as Favorite
3155MainToolBar_MatineeListDropDown=Open UnrealMatinee | -Opens an existing UnrealMatinee sequence for editing
3156MainToolBar_MatineeListDropDown_NoMatineeExists=No UnrealMatinee sequences exist yet. -You can create a new sequence by opening UnrealKismet, right clicking on the canvas and selecting, 'New Matinee'.
3157MainToolBar_OpenRecentLevel=Open a recent level. -Shows a list of recently loaded levels to choose from.
3158MainToolBar_PIEVisibleOnly_ToolTip=Only Load Visible Levels in PIE
3159MainToolBar_PlayInEditorPlay_ToolTip=Play this level in an editor window. Right click to edit URL. Holding Control will start in spectator mode -F8
3160MainToolBar_PlayInEditorStop_ToolTip=Stop the current Play in Editor world.
3161MainToolBar_RealTimeAudio=Toggle Real Time Audio. Right click to adjust volume
3162MainToolBar_SelectTranslucent_ToolTip=Allow Translucent Selection
3163MainToolsMenu_NewProject=New Project...
3164MainViewMenu_Fullscreen=Fullscreen\tF11
3165MakeActorLevelCurrentF=Make Current Level: `~\tM
3166MakeActorLevelCurrentMultiple=Make Current Level: <multiple levels>
3167MakeActorLevelGridVolumeCurrentF=Make Current Level Grid Volume: `~
3168MakeActorLevelGridVolumeCurrentMultiple=Make Current Level Grid Volume
3169MakeAllGroupsInvisible=Make All Groups Invisible
3170MakeAllGroupsVisible=Make All Groups Visible
3171MakeAllLayersVisible=Make All Layers Visible
3172MakeCurrent=Make Current
3173Explore=Explore...
3174MakeLogicConnection=Make Logic Connection
3175MakeNewBody=MAKE NEW BODY... (DblClick in TreeControl)
3176MakeSequencesAdditive=Create Additive Sequence
3177Mantle=Mantle
3178MapCheck=Check for errors
3179MapCheckGoto=MapCheckDlg: Goto Actors
3180MapCheck_Button_Check_Again = Check Again(F5)
3181MapCheck_Column_CriticalError=Critical Error
3182MapCheck_Column_Error=Error
3183MapCheck_Column_Info=Info
3184MapCheck_Column_Note=Note
3185MapCheck_Column_PerformanceWarning=Performance Warning
3186MapCheck_Column_Warning=Warning
3187MapCheck_DeleteActor=Delete Actor from World
3188MapCheck_DeleteAll=Delete All Actors from World
3189MapCheck_Filter_CriticalError=Show Critical Errors
3190MapCheck_Filter_Error=Show Errors
3191MapCheck_Filter_Info=Show Info
3192MapCheck_Filter_Kismet=Show Kismet Warnings
3193MapCheck_Filter_MobilePlatform=Show Mobile Platform Warnings
3194MapCheck_Filter_Note=Show Notes
3195MapCheck_Filter_PerformanceWarning=Show Performance Warnings
3196MapCheck_Filter_Warning=Show Warnings
3197MapCheck_Group_Kismet=Kismet
3198MapCheck_Group_MobilePlatform=Mobile Platform
3199MapCheck_Message_AbstractClass=`~::`~ is obsolete and must be removed (Class is abstract)
3200MapCheck_Message_ActorInSameLocation='`~' in same location as '`~'
3201MapCheck_Message_ActorIsObselete_Abstract=`~ : Obsolete and must be removed! (Class is abstract)
3202MapCheck_Message_ActorIsObselete_Deprecated=`~ : Obsolete and must be removed! (Class is deprecated)
3203MapCheck_Message_ActorLargeShadowCaster=`~ : Large actor casts a shadow and will cause an extreme performance hit unless bUseBooleanEnvironmentShadowing is set to TRUE
3204MapCheck_Message_AttachedNodeDoesntExistInAllLODSkeletalMesh=`~ : InterpActor is attached to a node which doesn't exist in all LODs of the skeletal mesh
3205MapCheck_Message_AudioComponentNull=`~ : Ambient sound actor has NULL AudioComponent property please delete
3206MapCheck_Message_BadDepthPriorityGroup=Actor is in Editor depth priority group
3207MapCheck_Message_BlockRigidBodyWithRigidBody=`~ : InterpActor's StaticMeshComponent has BlockRigidBody but is based on an actor with PHYS_RigidBody
3208MapCheck_Message_BothConstraintsNull=`~ : both of RB_ConstraintActor's ConstraintActors are NULL
3209MapCheck_Message_BothConstraintsStatic=`~ : both of RB_ConstraintActor's ConstraintActors are static
3210MapCheck_Message_BrushComponentNull=`~ : Brush has NULL BrushComponent property please delete
3211MapCheck_Message_BrushRotationFixed=`~ : Brush rotation fixed
3212MapCheck_Message_BrushZeroPolygons=`~ : Brush has zero polygons please delete
3213MapCheck_Message_CameraAspectRatioIsZero=Camera has AspectRatio=0 please set this to something non zero
3214MapCheck_Message_CantLoadHiresMesh=Unable to load high res source mesh '`~' for simplified mesh '`~'
3215MapCheck_Message_CleanBSPMaterials=Run 'Clean BSP Materials' to clear `~ unnecessary materal references
3216MapCheck_Message_ConstraintInstanceNull=`~ : RB_ConstraintActor actor has NULL ConstraintInstance property please delete
3217MapCheck_Message_ConstraintSetupNull=`~ : RB_ConstraintActor actor has NULL ConstraintSetup property please delete
3218MapCheck_Message_ContainsUnloadedStreamingLevel=Contains streaming level '`~' which isn't loaded
3219MapCheck_Message_CylinderComponentNull=`~ : NavigationPoint has NULL CylinderComponent please delete
3220MapCheck_Message_DecalComponentNoReceivers=`~ : Decal actor does not have any overlapping actors
3221MapCheck_Message_DecalComponentNull=`~ : Decal actor has NULL Decal property please delete
3222MapCheck_Message_DecalMaterialInstanceStaticMesh=`~::`~ : Material instance '`~' refers to a decal material '`~' but is applied to a static mesh
3223MapCheck_Message_DecalMaterialNULL=`~::`~ : Decal's material is NULL
3224MapCheck_Message_DecalMaterialStaticMesh=`~::`~ : Decal material '`~' is applied to a static mesh
3225MapCheck_Message_DeprecatedClass=`~::`~ is obsolete and must be removed (Class is deprecated)
3226MapCheck_Message_DoorMarkerNoDoor=`~ : DoorMarker with no door
3227MapCheck_Message_DuplicateLevelInfo=Duplicate level info
3228MapCheck_Message_DynamicBVNotPlayerButRB=`~ : DynamicBlockingVolume does not block players but does block ragdolls (BlockRigidBody is TRUE)
3229MapCheck_Message_DynamicPylonGenerator=Dynamic pylon should use Recast generator when there are other Recast pylons on level.
3230MapCheck_Message_DynamicStaticMeshComponent=`~ : DynamicSMActor has NULL StaticMeshComponent property please delete
3231MapCheck_Message_DynamicStaticMeshNull=`~ : DynamicSMActor has a StaticMeshComponent with NULL StaticMesh property
3232MapCheck_Message_ElementsWithZeroTriangles=`~ element(s) with zero triangles in static mesh '`~'
3233MapCheck_Message_ExtraCostZero=Extra Cost cannot be less than zero
3234MapCheck_Message_FSNotForProduction=FS Commands should not be used for production. -This is for prototyping only '`~' (Originator)
3235MapCheck_Message_FilenameIsTooLongForCooking=Filename '`~' is too long this may interfere with cooking for consoles. -Unreal filenames should be no longer than `~ characters.
3236MapCheck_Message_FixedUpDeletedLayerWeightmap=`~ : Fixed up deleted layer weightmap
3237MapCheck_Message_FixedUpIncorrectLayerWeightmap=`~ : Fixed up incorrect layer weightmap texture index
3238MapCheck_Message_FixedUpSharedLayerWeightmap=Fixed up shared weightmap texture for layer `~ in component '`~' (shares with '`~')
3239MapCheck_Message_FogVolumeMaterialNotSetupCorrectly=FogVolumeActor's Material is not setup to be used with Fog Volumes
3240MapCheck_Message_FracturedCompVertLightMaps=Fractured component '`~' using vertex lightmaps so will waste a lot of memory use texture lightmaps instead
3241MapCheck_Message_FracturedSMNeedsReslicing=`~ : Fractured Static Mesh needs to be resliced
3242MapCheck_Message_HiddenInterpActorUsingDefaultCube=`~ : Hidden InterpActor that is using a 'default' cube mesh and has a DLE which is enabled. -If this mesh is never made visible: the DLE should be DISABLED and bAcceptsLights should be set to FALSE (`~)
3243MapCheck_Message_InstancedStaticMesh_Texture_Size=The lightmap needed for a cluster of instanced meshes is larger than 4096x4096. You should reduce LightMapResolution for static mesh '`~' from `~, or reduce the number of instances per cluster (currently `~).
3244MapCheck_Message_InvalidActorAtRouteListIndex=`~ : RouteList Index `~ Has Invalid Actor
3245MapCheck_Message_InvalidDrawscale=`~ : Invalid DrawScale/DrawScale3D
3246MapCheck_Message_InvalidSceneCaptureComponent=`~ : No or invalid scene capture component please delete
3247MapCheck_Message_JumpCannotBeMade=Jump to '`~' cannot be successfully made
3248MapCheck_Message_JumpPads=`~ : Jumppads not allowed in zero or positive gravity volumes
3249MapCheck_Message_KActorWithNoBlockRigidBodyAndNoJoints=`~ : KActor has BlockRigidBody set to FALSE and no joints
3250MapCheck_Message_KAssetPhysicsAssetNull=`~ : KAsset actor has a SkeletalMeshComponent with a NULL physics asset
3251MapCheck_Message_KAssetSkeletalComponentNull=`~ : KAsset actor has NULL SkeletalMeshComponent property please delete
3252MapCheck_Message_KAssetSkeletalMeshNull=`~ : KAsset actor has a SkeletalMeshComponent with a NULL skeletal mesh
3253MapCheck_Message_KismetAutoAdjustEnabled=`~ : Modify Cover: Auto Adjust is enabled. -This is very expensive. -Autoadjust will soon be removed, use toggle to avoid breakage
3254MapCheck_Message_KismetDeprecatedPropLinkedVar=Kismet object `~ has a deprecated property `~ referenced by a linked variable: `~
3255MapCheck_Message_KismetFailToModify=Kismet object `~ will fail to modify Actor referenced through a linked variable: `~
3256MapCheck_Message_KismetSeqVarCharObsolete=`~ is obsolete! Replace it with a player variable and an Assign Player Slot action
3257MapCheck_Message_KismetStaticActorRef=Static actor referenced by kismet object `~ (Originator)
3258MapCheck_Message_KismetStreamInTexturesInvalidDuration=`~ : StreamInTextures using an invalid duration. -Please specify a positive number of seconds
3259MapCheck_Message_LandscapeCollisionPostLoad_Warning=Landscape (`~) has overlapping collision components at (`~, `~).
3260MapCheck_Message_LandscapeComponentPostLoad_Warning=Landscape (`~) has overlapping render components at location (`~, `~).
3261MapCheck_Message_LandscapeLayerInfo_CollisionWarning=LandscapeLayerInfoObject (`~) collides with a previous object with LayerName (`~). The newer one will not be used in Landscape edit mode.
3262MapCheck_Message_LandscapeNoLandscapeInfo_Warning=Landscape (`~) has no valid LandscapeInfo, so it cannot be edited. If this level is a part of a streaming level set, open the the persistent level and sublevels, and resave them.
3263MapCheck_Message_LandscapePostLoad_Warning=Landscape (`~) was originally created as a persistient level. Adding this as a sublevel when there are other components from the same Landscape in other streaming levels could cause problems.
3264MapCheck_Message_Landscape_Warning_MobileSupport=Landscape is currently unsupported on Mobile Platforms
3265MapCheck_Message_LegacySpeedTree=`~ : SpeedTreeActor has legacy USpeedTree resource! Please overwrite `~ with a new Speedtree 5.0
3266MapCheck_Message_LensFlareComponentNull=`~ : LensFlareSource actor has NULL LensFlareComponent property please delete
3267MapCheck_Message_LevelGridVolumes=LevelGridVolumes are only allowed in the persistent level
3268MapCheck_Message_LevelStreamingVolume=`~ : LevelStreamingVolume is not in the persistent level please delete
3269MapCheck_Message_LightComponentNull=`~ : Light actor has NULL LightComponent property please delete
3270MapCheck_Message_MassiveLODParenting=LOD Parent does not have MassiveLODDistance set
3271MapCheck_Message_MatchingLightGUID='`~' has same light GUID as '`~' (Duplicate and replace the orig with the new one)
3272MapCheck_Message_MeshSimplificationNeeded=High res source mesh '`~' for simplified mesh '`~' appears to have changed. -You should use the Mesh Simplification tool to update the simplified mesh
3273MapCheck_Message_ModifyPropertyPrototypingOnly=`~ : 'Modify Property' is for prototyping only and should be removed
3274MapCheck_Message_MoreMaterialThanReferenced=More overriden materials (`~) on static mesh component than referenced (`~) for source mesh '`~'
3275MapCheck_Message_MoreMaterialsThanElements=More overriden materials (`~) on static mesh component than LODInfo elements (`~) in source mesh '`~'
3276MapCheck_Message_MoreMaterialsThanReferenced=More overriden materials (`~) on static mesh component than are referenced (`~) in source mesh '`~'
3277MapCheck_Message_MultipleDominantDirectionalLights=Multiple DominantDirectionalLights detected please delete all but one
3278MapCheck_Message_MultipleDominantLights=Maps have multiple dominant lights affecting one primitive, these will show up red in lighting complexity and render incorrectly on consoles
3279MapCheck_Message_NavMeshOutOfDate=Navigation Mesh Data was generated with a version of the engine which is too old rebuild pathing
3280MapCheck_Message_NavPointAboveStallZ=NavigationPoint is above level's StallZ
3281MapCheck_Message_NavPointBadBase=`~ : Navigation point not on valid base or too close to steep slope
3282MapCheck_Message_NavPointLocationInvalid=`~ : This type of NavigationPoint cannot be based on '`~'
3283MapCheck_Message_NavPointTooClose=`~ : May be too close to other navigation points
3284MapCheck_Message_NavPointTouchesJumpPad=`~ : NavigationPoints must not touch jumppads
3285MapCheck_Message_NeedInterpActorBase=`~ : LiftCenter not based on an InterpActor
3286MapCheck_Message_NeedMorePlayerstarts=Only `~ PlayerStarts in this level (need at least `~)
3287MapCheck_Message_NegativeOrZeroDistance=Negative or zero distance to '`~'
3288MapCheck_Message_NoDamageType=`~ : Causes damage but has no DamageType defined
3289MapCheck_Message_NoFixedUpDeletedLayerWeightmap=`~ : No LayerInfo is available, need to add LayerInfos properly.
3290MapCheck_Message_NoJumpTarget=`~ : No JumpTarget set for this JumpPad
3291MapCheck_Message_NoLadderVolume=`~ : Ladder is not in a LadderVolume
3292MapCheck_Message_NoLevelsAssociatedWithStreamingVolume=`~ : No levels are associated with streaming volume.
3293MapCheck_Message_NoLiftCenter=`~ : No LiftCenter associated with this LiftExit
3294MapCheck_Message_NoLiftExit=`~ : No LiftExits associated with this LiftCenter
3295MapCheck_Message_NoLightingChannels=Actor has bAcceptsLights set but does not have bAcceptsDynamicLights, bAcceptsStaticLights or bAcceptsXRayLights set
3296MapCheck_Message_NoNavigationPoints=No navigation point list. -Paths define needed
3297MapCheck_Message_NoNeedDynamicNavPoint=`~ : No need for dynamic NavigationPoint when base is non static `~
3298MapCheck_Message_NoPathsFromPoint=`~ : has no paths, and is not inside the navmesh! (If this is a destination or something for players only set bDestinationonly=TRUE
3299MapCheck_Message_NoSisterPortal=`~ : No SisterPortal
3300MapCheck_Message_NoSlotsWithWave=`~::`~ : AmbientSoundNonLoop has no Slots containing a Wave
3301MapCheck_Message_NoSounds=`~::`~ : Ambient sound's AmbientProperties has a NULL Wave
3302MapCheck_Message_NonAmbientSoundNonLoopInstance=`~::`~ : AmbientSoundNonLoop has a non USoundNodeAmbientNonLoop SoundNodeInstance
3303MapCheck_Message_NonApprovedRuleset=Using non approved ruleset '`~'
3304MapCheck_Message_NonCoPlanarPolys=`~ : Brush has non coplanar polygons
3305MapCheck_Message_NotPlaceable=`~ : Not placeable and should be removed
3306MapCheck_Message_NotReachableFromAll=Cannot reach '`~' from this node
3307MapCheck_Message_NotUsingALightEnv=Skeletal Mesh component '`~' not using a light environment or custom lighting channels this will be inefficient and have incorrect lighting
3308MapCheck_Message_NullAmbientProperties=`~::`~ : Ambient sound has NULL AmbientProperties
3309MapCheck_Message_NullSoundNodeInstance=`~::`~ : Ambient sound has NULL SoundNodeInstance
3310MapCheck_Message_ObjectiveCollidingComponentWithNonUniformScaling=`~ : Objective with colliding component using non uniform scaling
3311MapCheck_Message_OnlySpecialPathsFromPoint=Only special action path to world: `~
3312MapCheck_Message_PSysCompErrorBadActorRef=PSysComp has a potentially bad parameter actor reference (not replicated?) at index `~ (`~)
3313MapCheck_Message_PSysCompErrorEmptyActorRef=PSysComp has an empty parameter actor reference at index `~ (`~)
3314MapCheck_Message_PSysCompErrorEmptyMaterialRef=PSysComp has an empty parameter material reference at index `~ (`~)
3315MapCheck_Message_ParticleSystemComponentNull=`~ : Emitter actor has NULL ParticleSystemComponent property please delete
3316MapCheck_Message_PathNodeInvalidGUID=Nav '`~' has an invalid GUID. -You may need to rebuild paths
3317MapCheck_Message_PhysRigidBodyNoCollisionComp=`~ : Set to PHYS_RigidBody but has no CollisionComponent
3318MapCheck_Message_PlanarBrush=`~ : Brush is planar
3319MapCheck_Message_PlayerStartInvalid=`~ : PlayerStart is not useable
3320MapCheck_Message_PortalMarkerFailed=`~ : Failed to add PortalMarker
3321MapCheck_Message_ProductionLighting=Maps not built with production lighting
3322MapCheck_Message_PylonGroundPosOutsideBounds=Pylon's ground position is outside its expansion bounds this pylon will not build paths
3323MapCheck_Message_PylonNoGeom=Unable to find collision geometry within expansion bounds this pylon will not build paths
3324MapCheck_Message_PylonNoGroundPos=Could not find ground position for pylon this pylon will not build paths
3325MapCheck_Message_PylonOutsideBounds=Pylon is outside its expansion bounds this pylon will not build paths
3326MapCheck_Message_PylonsInsideEachOther='`~.`~' and '`~.`~' are inside each other's bounds! One pylon can be in another's bounds, but not both
3327MapCheck_Message_RebuildLighting=Maps need lighting rebuilt
3328MapCheck_Message_RebuildPaths=Paths need to be rebuilt
3329MapCheck_Message_ReferencesLinksInDifferentNavNetwork=`~ : Contains references to links in different navigation networks
3330MapCheck_Message_RepairedPaintedVertexColors=`~ : Repaired painted vertex colors
3331MapCheck_Message_SameLocation=`~ is in the same location as `~
3332MapCheck_Message_SamePathNodeGUID=Nav '`~' shares GUID with '`~'
3333MapCheck_Message_SavedWithNewerVersion=Package '`~' has been saved with engine version newer than current and therefore won't be possible to save. -CurrEngineVersion: `~ -VersionSavedWith: `~
3334MapCheck_Message_SceneCaptureNull=`~ : SceneCaptureActor has NULL SceneCapture property please delete
3335MapCheck_Message_ShadowCasterUsingBoundsScale=Actor casts dynamic shadows and has a BoundsScale greater than 1! This will have a large performance hit
3336MapCheck_Message_SharesQueuePoint=Shares a QueuePoint '`~' with '`~'
3337MapCheck_Message_SimpleCollisionButNonUniformScale='`~' has simple collision but is being scaled non uniformly collision creation will fail
3338MapCheck_Message_SimpleLightmapModTextureButIncorrectCompression='`~' has a simple lightmap modifiaction texture assigned, but the texture's compression settings are incorrect (should be TC_SimpleLightmapModification)
3339MapCheck_Message_SingleStaticActor=`~ : RB_ConstraintActor actor is connected to a single static actor
3340MapCheck_Message_SkelMeshActorAnimTreeTemplateAssigned=`~ : SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have its AnimTreeTemplate set to None
3341MapCheck_Message_SkelMeshActorAnimationsAssignedIncorrectly=`~ : SkeletalMeshActor and subclasses (except SkeletalMeshActorMAT) should have their Animations set to something other than an AnimNodeSequence
3342MapCheck_Message_SkelMeshActorMATAnimTreeTemplateNotAssigned=`~ : SkeletalMeshActorMAT (Matinee Anim Tree) should have an AnimTreeTemplate assigned
3343MapCheck_Message_SkelMeshActorMATAnimationsAssigned=`~ : SkeletalMeshActorMAT (Matinee Anim Tree) should have Animations set to None
3344MapCheck_Message_SkelMeshActorNoPhysAsset=SkeletalMeshActor '`~' casts shadow but has no PhysicsAsset assigned. -The shadow will be low res and inefficient
3345MapCheck_Message_SkeletalMeshComponent=`~ : Skeletal mesh actor has NULL SkeletalMeshComponent property
3346MapCheck_Message_SkeletalMeshNull=`~ : Skeletal mesh actor has NULL SkeletalMesh property
3347MapCheck_Message_SlotFailedAlignToSurface=`~ : Slot `~ failed to align to surface
3348MapCheck_Message_SlotNoCoverType=`~ : Slot `~ has no CoverType
3349MapCheck_Message_SoundCueNull=`~ : Ambient sound actor's AudioComponent has a NULL SoundCue property
3350MapCheck_Message_StaticFalse=`~ : bStatic false but is true by default map will fail in netplay
3351MapCheck_Message_StaticMeshComponent=`~ : Static mesh actor has NULL StaticMeshComponent property please delete
3352MapCheck_Message_StaticMeshNull=`~ : Static mesh actor has NULL StaticMesh property
3353MapCheck_Message_StaticMeshWithNullBodySetup=`~ : KActor has a StaticMeshComponent whose StaticMesh's BodySetup is NULL
3354MapCheck_Message_StaticPhysNone=`~ : bStatic true, but has Physics set to something other than PHYS_None
3355MapCheck_Message_TerrainErrorInvalidMaterialIndex=Terrain: Invalid MaterialIndex `2~ `~
3356MapCheck_Message_TerrainErrorMaterialParameterName=TERRAIN MATERIAL: Texture parameter name duplication `~
3357MapCheck_Message_TerrainErrorMaterialTextureCount=TERRAIN MATERIAL: Total Texture Count = `2~ on `~
3358MapCheck_Message_TerrainErrorMissingShaderMap=TERRAIN MATERIAL: Missing shader map `~
3359MapCheck_Message_TerrainErrorNormalMapLayer=Terrain NormalMapLayer index `2~ outside of Layers count `2~ for terrain `~
3360MapCheck_Message_TerrainWarningLayerMissingSetup=`~ : Layer missing setup at index `~
3361MapCheck_Message_TerrainWarningMobileSupport=Terrain is currently unsupported on Mobile Platforms
3362MapCheck_Message_TrashcanReference='`~' references trashcan object '`~' ('`~' > -'`~')
3363MapCheck_Message_UnfilteredSkeletalMeshDecal=`~::`~ : Movable Decal is attached to a SkeletalMesh but has no Filter set. -This will result in a significant performance penalty
3364MapCheck_Message_UselessPathNode=`~ is unnecessary and should be removed
3365MapCheck_Message_UsingExternalObject=`~ : Externally referenced
3366MapCheck_Message_VertexColorsNotMatchOriginalMesh=`~ (LOD `~) has hand painted vertex colors that no longer match the original StaticMesh (`~)
3367MapCheck_Message_VolumeActorCollisionComponentNULL=`~ : Volume actor has NULL collision component please delete
3368MapCheck_Message_VolumeActorZeroRadius=`~ : Volume actor has a collision component with 0 radius please delete
3369MapCheck_ToolTip_Copy=Copies this list to the clipboard
3370MapCheck_ToolTip_Delete=Removes the selected actor from the current level
3371MapCheck_ToolTip_DeleteAll=Removes all actors from the current level whose errors are best solved by deleting the actor
3372MapCheck_ToolTip_Goto=Goes to the physical location of the actor within the level. If the asset is not an actor, open its editor window instead
3373MapSaved=Map Saved
3374MapScaling=Map scaling
3375MappingType=Current Type
3376MatchingBrush=Matching Brush
3377MatchingGroups=Matching Groups
3378MatchingItems=Matching Items
3379MatchingResolution=Matching Lightmap Resolution
3380MatchingResolution_Current=Matching Resolution (Current level)
3381MatchingTexture=Matching Texture
3382Material=Material
3383MaterialBoneManager=Material Bone Manager
3384MaterialEditor=Material Editor
3385MaterialEditorBreakAllConnections=Material Editor: Break All Connections
3386MaterialEditorBreakConnection=Material Editor: Break Connection
3387MaterialEditorCaption_F=Unreal Material Editor: `~
3388MaterialEditorCleanUnusedExpressions=Material Editor: Clean Unused Expressions
3389MaterialEditorConvert=Material Editor Convert Operation
3390MaterialEditorDelete=Material Editor: Delete
3391MaterialEditorEditProperties=Material Editor: Edit Properties
3392MaterialEditorMakeConnection=Material Editor: Make Connection
3393MaterialEditorMoveConnections=Material Editor: Move Connections
3394MaterialEditorNewComment=Material Editor: New Comment
3395MaterialEditorNewCompound=Material Editor: New Compound
3396MaterialEditorNewExpression=Material Editor: New Expression
3397MaterialEditorNoMaterialFunctionSelected=No Material Function was selected in the Content Browser
3398MaterialEditorPaste=Material Editor: Paste
3399MaterialEditorResizeComment=Material Editor: Resize Comment
3400MaterialEditorTogglePreview=Material Editor: Toggle Preview
3401MaterialEditor_HideInactiveNodes=Hide Inactive Material Nodes
3402MaterialEditor_PreviewNodeStart=Preview Node On Mesh
3403MaterialEditor_PreviewNodeStop=Stop Previewing Node
3404MaterialExpressions=Material Expressions
3405MaterialFunctions=Material Functions
3406MaterialInstanceConstantEditor=Edit Existing InstanceConstant
3407MaterialInstanceEditor=Material Instance Editor
3408MaterialInstanceEditorCaption_F=Unreal Material Instance Editor: `~
3409MaterialInstanceFloatValue_F= (`~)
3410MaterialInstanceFontValue_F= (Font=`~ Page=`~)
3411MaterialInstanceNameTaken_F=The material instance name you specified is already taken: `~
3412MaterialInstanceParent=Material Instance Parents
3413MaterialInstanceParent_F=Material Instance Parents: `~
3414MaterialInstanceTextureValue_F= (`~)
3415MaterialInstanceTimeVaryingEditor=Edit Existing InstanceTimeVarying
3416MaterialInstanceVectorValue_F= (R=`~, G=`~, B=`~, A=`~)
3417MaterialInstance_F=Material Instance `~
3418MaterialNodes=Material Nodes
3419MaterialNodeCategory_Label=Category:
3420MaterialNodeCategory_All=All
3421MaterialNodeCategory_Expressions=Expressions
3422MaterialNodeCategory_Functions=Functions
3423Materials=Materials
3424MaterialsMenu=Materials
3425MaterialsSubMenu=Materials...
3426Matinee=Matinee
3427MatineeActionAlreadyOpen=Selected Matinee Action Is Being Edited Please Close Before Doing This.
3428MatineeCamAnimMode=UnrealMatinee (CameraAnim mode)
3429MaxHullVerts=Max Hull Verts
3430MaxInVal=MaxInVal
3431MaxUVStretchingText=Max UV Stretching
3432Maximize_Viewport=Maximize Viewport
3433MaximumDensity=Maximum Density
3434Medium=Medium
3435MemorizeSet=Memorize Set
3436Memory=Memory
3437MenuAssignMaterialToActor=Assign Material to Selected Actor
3438MenuAssignMaterialToMultipleActors=Assign Material to Selected Actors
3439Merge=Merge
3440MergeFacesQ=Merge Faces?
3441MergeMaterialSuccess=Success\nMerged From `~ Materials To `~.
3442MergePolys=Merge polys
3443MergeScale=Merge Scale
3444MergeStaticMesh=Merge StaticMesh (Add Core)
3445MergeVisibleLevels=Merge Levels into New Level
3446MergeVisibleLevelsPromptCancelMerge=Cancel Merge
3447MergeVisibleLevelsPromptDiscardHidden=Discard Hidden
3448MergeVisibleLevelsPromptKeepHidden=Keep Hidden
3449MergeVisibleLevelsPromptMessage=This operation will merge all levels into a single new level. -Some of the levels are currently hidden. -Discard the hidden levels?
3450Merging=Merging
3451Mesh=Mesh
3452MeshHasDifferentRoot=Root Bone is '`~' instead of '`~'.\nDiscarding existing LODs.
3453MeshImport=Static Mesh Import
3454MeshList=Mesh List
3455MeshMenu=Mesh
3456MeshNone=Mesh: None
3457MeshPaintMode_TexturePaint_Commit=Committing Texture Paint Changes: `~
3458MeshPaintMode_TexturePaint_Transaction=Texture Paint
3459MeshPaintMode_Warning_Commit=You have uncommitted texture paint changes.\nWould you like to commit them now?
3460MeshPaintWindow_WindowTitle=Mesh Paint
3461MeshParticlesSF=Mesh Particles
3462MeshPreset=Mesh Preset:
3463MeshProperties=Mesh Properties
3464MeshProxy_ActorsMustBeInSameLevel=All actors must belong to the same level to create a proxy mesh.
3465MeshProxy_Create=Create Mesh Proxy
3466MeshProxy_CreatingMaterial=Creating material for mesh proxy...
3467MeshProxy_CreatingProxy=Creating mesh proxy...
3468MeshProxy_Destroy=Destroy Mesh Proxy
3469MeshProxy_DestroyingProxy=Destroying mesh proxy...
3470MeshProxy_GroupNotFound=Group Not Found
3471MeshProxy_IgnoreVertexColorsLabel=Ignore Vertex Colors
3472MeshProxy_MaterialTypeLabel=Material Type
3473MeshProxy_Merge=Merge
3474MeshProxy_MultipleActorsSelected=Multiple Actors Selected
3475MeshProxy_MultipleGroupsSelected=Multiple Groups Selected
3476MeshProxy_NoGroupSelected=No Group Selected
3477MeshProxy_NoGroupSelection=Group Selection Disabled
3478MeshProxy_NotEnoughStaticMeshesInGroup=Not Enough Static Meshes In Group
3479MeshProxy_OnScreenSizeLabel=On Screen Size (pixels)
3480MeshProxy_PreserveOriginalSettings=Do you wish to remerge using the original settings?\n`~
3481MeshProxy_Recreate=Recreate Mesh Proxy
3482MeshProxy_RecreatingProxy=Recreating mesh proxy...
3483MeshProxy_Remerge=Remerge
3484MeshProxy_TextureSizeLabel=Texture Resolution
3485MeshProxy_Unmerge=Unmerge
3486MeshSimp_BoneLodSettings=Skeleton Simplification
3487MeshSimp_BoneTargetPercentage=Number of Bones (%)
3488MeshSimp_DesiredQuality=Desired Quality
3489MeshSimp_GenerateLODFailed_F=An error occurred while simplifying the geometry for mesh '`~'. -Consider adjusting simplification parameters and re simplifying the mesh.
3490MeshSimp_GeneratingLOD_F=Generating LOD`~ for `~...
3491MeshSimp_HighImportance=High
3492MeshSimp_HighestImportance=Highest
3493MeshSimp_ImportanceOff=Off
3494MeshSimp_LODVertexInfluenceWarning=LOD`~ of `~ has alternate bone weightings. Simplification will cause these weightings to be lost.
3495MeshSimp_LicenseRequired_F=The mesh `~ has been simplified. A Simplygon license is required but the Simplygon library is not present. The mesh has been reverted to its original state.
3496MeshSimp_LowImportance=Low
3497MeshSimp_LowestImportance=Lowest
3498MeshSimp_MaxBonesPerVertex=Max Bones Per Vertex
3499MeshSimp_NoMeshAssignedToStaticMeshActor_F=Cannot simplify the selected mesh '`~' because it doesn't have a StaticMesh assigned.
3500MeshSimp_NoRawTriangles_F=Source triangles are not available for `~. Normals must be recomputed.
3501MeshSimp_NormalImportance=Normal
3502MeshSimp_NormalMode=Normals
3503MeshSimp_NormalsThreshold=Hard Edge Angle Threshold
3504MeshSimp_NumberOfTriangles=Number of Triangles (%)
3505MeshSimp_OrigMeshStatsGroup=Original Mesh
3506MeshSimp_PixelError=Allowed Pixel Error
3507MeshSimp_PreserveSmoothingGroups=Preserve Smoothing Groups
3508MeshSimp_QualityDeviation= Max Deviation
3509MeshSimp_QualityReductionMethod=Simplification Type
3510MeshSimp_RecomputeNormals=Recompute Normals
3511MeshSimp_RecomputeNormalsHard=Recompute Normals (Hard)
3512MeshSimp_RecomputeNormalsSmooth=Recompute Normals (Smooth)
3513MeshSimp_RepairOptions=Repair Options
3514MeshSimp_ShadingImportance=Shading
3515MeshSimp_SilhouetteImportance=Silhouette
3516MeshSimp_Simplify=Simplify
3517MeshSimp_SimplifyAllSelectedDialogTitle=Simplify Meshes
3518MeshSimp_SimplifyLOD_F=Simplify LOD`~
3519MeshSimp_SimplifyingMesh_F=Simplifying LOD`~ of `~...
3520MeshSimp_SimplifyingMeshes=Simplifying meshes...
3521MeshSimp_SkinningImportance=Animation
3522MeshSimp_SrcVertexInfluenceWarning=The source model for `~ has alternate bone weightings. The simplified mesh will not have those weightings.
3523MeshSimp_TextureImportance=Texture
3524MeshSimp_TriangleCount_F=Triangles: `~
3525MeshSimp_VertexCount_F=Vertices: `~
3526MeshSimp_ViewDistance=View Distance
3527MeshSimp_WeldingThreshold=Welding Threshold
3528MeshSimp_WindowTitle=Mesh Simplification
3529MeshTrisBones_F=Mesh: `~ -Tris: `~ -Bones: `~
3530Message=Message
3531MessageList=Message List
3532Message_ASEImportVertexPercentageResults=Generated `~ vertices from `~ imported (`~ increase).
3533MidLevel=Mid Level
3534MinInVal=MinInVal
3535MinimumBoneSize=Minimum Bone Size
3536Mirror=Mirror
3537MirrorAnimation=Mirror Animation
3538MirrorAttachLoc=Mirror Attachment Location
3539MirrorTable:=Mirror Table:
3540MirrorTableBad=Mirror Table Bad.\n\nProblem Bones:\n`~
3541MirrorTableOK=Mirror Table OK
3542MirrorXAxis=Mirror X Axis
3543MirrorYAxis=Mirror Y Axis
3544MirrorZAxis=Mirror Z Axis
3545MirroringActors=Mirroring Actors
3546Misc=Misc
3547MissingCollisionSF=Missing Collision
3548MissingFilename=Missing filename
3549MissingFiles=Missing Files
3550MissingObjects=Missing Objects
3551MissingScaleFactor=Missing scale factor
3552MixMatchSockets=Cannot copy/paste sockets as they are incompatible (skeletal vs. static mesh)
3553MixerSetting=Editor Mixer State Setting
3554MobileMP3FileCapitalizationDoesNotMatch=The capitalization for the file "`~.mp3" does not match between the `~ music resources.
3555MobileMP3FileMissing=The file "`~.mp3" is missing from the `~ music resources.
3556MobileMP3FilenameEmpty=The mp3 filename is empty for the "`~" Kismet node
3557MobilePreview=Mobile Previewer
3558ModeButtonGroupLabel=Modes
3559ModeWidgetsSF=Mode Widgets
3560Modifier_F=Modifier [`~]
3561Modifiers=Modifiers
3562ModifyBackgroundMusic=Modify Background Music Track
3563ModifyBlendControl=Modify Blend Control Subtrack
3564ModifyCameraShakeControl=Modify Camera Shake Control
3565ModifyCharFX=Modify Character Effects
3566ModifyCharacterSound=Modify Character Sound
3567ModifyClothControl=Modify Cloth Control Subtrack
3568ModifyDamageRegions=Modify Damage Regions
3569ModifyDismembermentRegions=Modify Dismemberment Regions
3570ModifyGameCamBlendKey=Modify Blend Key
3571ModifyMeshInList=Modify
3572ModifyPoints=Modify Points
3573ModuleDeleteConfirm=Module state is different in other LOD levels.\nAre you sure you want to delete it?
3574ModuleDump=Module Dump
3575Module_ColorScaleOverLife_SetupParticleParam=Set up particle parameter
3576Module_LocationBoneSocket_AutoFill=Auto fill Bone/Socket Names
3577Module_LocationBoneSocket_EditorMeshNoBones=Editor mesh has no bones.
3578Module_LocationBoneSocket_EditorMeshNoSockets=Editor mesh has no sockets.
3579Module_LocationBoneSocket_NoEditorMesh=No editor mesh is set.
3580Module_LocationVertSurface_AutoFill=Auto fill Bone Names
3581Modules=Modules
3582MoreMaterialThanReferenced=More overriden materials (`~) on static mesh component than referenced (`~) for source mesh '`~'.
3583MoreMaterialsThanElements=More overriden materials (`~) on static mesh component than LODInfo elements (`~) in source mesh '`~'.
3584Morph=Morph
3585MorphNodePose=Morph Pose
3586MorphSet=MorphSet
3587MorphTarget=MorphTarget
3588MorphTargetSet=MorphTargetSet
3589MorphTargets=MorphTargets
3590MotionBlurSF=Motion Blur
3591MotionRadius=Motion Radius
3592Motorise=Enable Motor
3593MotoriseBelow=Enable Motors Below..
3594MoveActiveTrackOrGroup=Move Active Track Or Group
3595MoveActorToGrid=Move Actors To Grid
3596MoveAnimDown=Move Anim Sequence Down In List
3597MoveAnimUp=Move Anim Sequence Up In List
3598MoveCameraToInvisLevelActor_Message=Attempted to move camera to actors whose levels are currently not visible:\n`~
3599MoveCameraToInvisLevelActor_Title=Hidden Actors
3600MoveCameraToPoint=Teleport to Point\tCtrl+T+Click
3601MoveCenterSelection=Move to Center of Selection
3602MoveConstraint=Move Constraint
3603MoveDownSuperGroup=Move Super Group Down
3604MoveElement=Move Element
3605MoveEmitter=Move Emitter
3606MoveEndMarker=Move End Marker
3607MoveHere=Move Here
3608MoveHereSnapped=Move Here (snapped)
3609MoveLoopEndMarker=Move Loop End Marker
3610MoveLoopStartMarker=Move Loop Start Marker
3611MoveOrRenameLevel=Move or Rename Level
3612MoveSelectedActorsToCurrentLevel=Move Selected Actors To Current Level
3613MoveSelectedActorsToCurrentLevelGridVolume=Move Selected Actors to Current Level Grid Volume
3614MoveSelectedKeys=Move Selected Keys
3615MoveSequence=Move Sequence(s) to selected AnimSet
3616MoveToFaces=Move To Faces
3617MoveToTrashE=Move To Trash
3618MoveUpSuperGroup=Move Super Group Up
3619MoveWithReferences=Move With References
3620MoveWithReferencesQ= Move With References?
3621Multiple=Multiple
3622MultipleCopy=Copy\Paste Dialog
3623MultipleFilesSelectedForLOD=You May Only Select One File For LOD
3624MultipleHKXRigidBodies=Multiple rigid bodies found in HKX file
3625MultiplePropertyValues=<multiple values>
3626MustBeAtLeastOneCollisionBody=A mesh must contain at least 1 collision primitive.
3627MwyUIGFxReImport=Re Import Scaleform Movie
3628NRSAudioLanguageMenu=Set NRSAudio Language
3629Name=Name
3630NameInput=Name Input
3631NameSequence=Name Sequence
3632NameSuffix=Name Suffix
3633NamedVariable=Named Variable
3634NamedVariableUse=Named Variable Use
3635NamesCantBeingWithSpace=Name properties can't contain spaces. -Trimming leading spaces.
3636NamesCantBeingWithUnderscore=Name properties can't begin with an underscore. -Trimming leading underscores.
3637Navigation=Navigation
3638NavigationNodesSF=Navigation Nodes\tN
3639NeedSimpCollisionForFracture=This mesh requires a collision model to make a fractured mesh.
3640NeedsSlicing=, NEEDS SLICING
3641NeedsToCloseMatineeQ=This command must close UnrealMatinee. -Continue?
3642NeedsToFullyLoadPackageF=Package `~ is not fully loaded. Do you want to fully load it? Not doing so will abort the '`~' operation.
3643New=New
3644NewAction=New Action
3645NewAnimNode=New Animation Node
3646NewAnimOffset=New Anim Offset
3647NewAnimRate=New Anim Rate
3648NewAnimSequence=New Animation Sequence
3649NewAnimSet=New AnimSet
3650NewBone=New Bone
3651NewCinema=New Cinema
3652NewClassName=New Class Name
3653NewComment=New Comment
3654NewCommentWithHotkey=New Comment\tC
3655NewComponentName=New Component Name
3656NewCondition=New Condition
3657NewConsoleEvent=New Console Event
3658NewControlBase=New Skeletal Control
3659NewCut=New Cut
3660NewE=New...
3661NewEmitter=New Emitter
3662NewEmitterLeft=New Emitter Before
3663NewEmitterRight=New Emitter After
3664NewEvent=New Event
3665NewEventKey=New Event Key
3666NewEventName=New Event Name
3667NewEventUsing_F=New Event Using `~
3668NewEventsUsing_F=New Events Using `~,...
3669NewF=New `~
3670NewFHelp=New `~\t`~
3671NewFolderName=New Folder Name
3672NewFromFileE=New From File...
3673NewGroup=New Group
3674NewGroupName=New Group Name
3675NewKeyTime=New Key Time
3676NewKeyValue=New Key Value
3677NewLayer=New Layer
3678NewLength=New Length
3679NewLevel=New Level...
3680NewLevelDlg=New Level
3681NewLevelE=New Level...
3682NewLevelFromSelectedActors=New Level From Selected Actors
3683NewMapScreen_Title=New Map
3684NewMaterialName=New Material Name:
3685NewMeshMissingBoneFromLOD=New mesh is missing bone '`~' required by an LOD. LOD will be removed.
3686NewMorphNode=New Morph Node
3687NewMorphTargetName=New MorphTarget Name
3688NewMorphTargetSet=New MorphTargetSet
3689NewName=New Name
3690NewNotify=New Notify
3691NewObject=New Object
3692NewObjectInvalidLocation=This is not a valid location for a new Sequence Object.
3693NewObjectVarUsing_F=New Object Var Using `~
3694NewObjectVarsUsing_F=New Object Vars Using `~,...
3695NewOffset=New Offset
3696NewOverride=New Name
3697NewPhysicsAsset=New Physics Asset
3698NewProjectWindow_Title=New Project Wizard
3699NewProject_Error_BuildScript=Failed to build scripts for new project.
3700NewProject_Error_CopyFile=Failed to copy file.
3701NewProject_Error_CreateDir=Failed to create install directory.
3702NewProject_Error_DiskSpace=Failed to find sufficient disk space.
3703NewProject_Error_FindTemplate=Failed to find project template folder.
3704NewProject_Error_InstallDir=Invalid install directory.
3705NewProject_Error_LaunchProj=Failed to launch new project editor.
3706NewProject_Error_Manifest=Invalid manifest file.
3707NewProject_Error_NoError=No error.
3708NewProject_Error_ProjName=Invalid project name.
3709NewProject_Error_ReadFile=Failed to read file.
3710NewProject_Error_ShortName=Invalid short project name. -Please ensure that the short name starts with a letter and only contains a combination of letters, numbers, hyphens and underscores. -Spaces and other special characters are not allowed.
3711NewProject_Error_SourceDir=Invalid source directory.
3712NewProject_Error_WriteFile=Failed to write file.
3713NewRemoteEvent=New Remote Event
3714NewSeqKey=New Sequence
3715NewSequence=New Sequence
3716NewSequenceName=New Sequence Name
3717NewSkelControlChain=New SkelControl Chain
3718NewSocket=New Socket
3719NewSoundClass=New Sound Class
3720NewTerrainE=New Terrain...
3721NewTerrainWizard=New Terrain Wizard
3722NewTime=New Time
3723NewTrack=NewTrack
3724NewTrackName=New Track Name
3725NewTransitionTime=New Transition Time
3726NewValue=New Value
3727NewVar=New Var
3728NewVarName=New Variable Name
3729NewVariable=New Variable
3730NewVolume=New Volume
3731NewWrappedComment=New Comment (Wrap)
3732New_F=New `~
3733NextRealtimeDebugging=Run to Next Action (Alt+F10) (Right click for options)
3734NextRealtimeDebuggingAny=Any
3735NextRealtimeDebuggingBreakpoint=Downstream
3736NextRealtimeDebuggingSelected=Selected
3737No=No
3738NoActiveTrack=No active track selected. Highlight a track from the list on the left side of the window before adding a keyframe.
3739NoAnimSeqsFound=No AnimSequences Found. Have You Added Some AnimSets To The Group's AnimSets Array?
3740NoCustomSortSections=No sections in the mesh are TRISORT_Custom. See the mesh's LODInfo properties.
3741NoDestinationAnimSetSelected=No destination AnimSet selected in Browser.
3742NoFileSelectedForLOD=No .PSK File Selected For LOD
3743NoFractureInfo=Before slicing, please click the Generate button to create the chunk splits for this mesh.
3744NoGroupToDuplicate=Must Select A Group Before Duplicating
3745NoHKXPhysicsData=No physics data found in HKX file
3746NoLODToRemove=No LODs To Remove!
3747NoLevelsAssociatedWithStreamingVolume=No levels are associated with streaming volume.
3748NoMaterialFoundCreate=The currently assigned material instance cannot be edited. -Do you want to create a new material instance?
3749NoMorphDataLabel=No Morph data present for this mesh.
3750NoPhysChunk=Spawn No Physics
3751NoPhysChunks=No Physics Chunks
3752NoPropagation=No Propagation
3753NoResults=No Results
3754NoSkelMeshSelected=No SkeletalMesh Selected.\nSelect the SkeletalMesh in the Content Browser that you want to use as the new Default SkeletalMesh for this PhysicsAsset.
3755NoSocketSetsInMesh=No socket sets in mesh!
3756NoSocketsToPaste=No Sockets in Clipboard to Paste.
3757NoSoundCueSelected=Cannot Add Sound. No SoundCue or Audio Event Selected In Browser.
3758NoSourceSkelMeshSelected=No SkeletalMesh selected in Browser.
3759NoToAll=No to All
3760NonDSA=Non DSA Group
3761NonSolid=Non Solid
3762NonSolidMesh=Nonsolid (contains gaps or holes)
3763NonSolids=Non Solids
3764NonZeroExtent=Non Zero Extent
3765None=None
3766Normal=Normal
3767NotAnHKXFile=This is not a valid Havok HKX file
3768NotBound=(Not Bound)
3769Notes=Notes
3770NothingToKeyframe=Nothing to keyframe, or selected object can't be keyframed on this type of track.\nFor example, you can't move a StaticMesh, you must instead use a Mover.
3771Notifies=Notifies
3772NotifyDisableAllPSys=Disable All PSys Previews
3773NotifyEnableAllPSys=Enable All PSys Previews
3774NotifyRefreshAllData=Refresh all Notifier Data
3775NotifyRefreshAllDataHelp=Reloads all data associated with Notifiers, such as Anim Trail Data.
3776NotifyType=Notify Type
3777NumChunks=Num Chunks
3778NumLightMapLights=Num LightMap Lights
3779NumPrimitives_F=Num Primitives: -`~
3780NumShadowMapLights=Num ShadowMap Lights
3781OK=OK
3782OKToAll=OK To All
3783Object=Object
3784ObjectAssignmentsFailed=Failed to assign `~ to the `~ property, see log for details.
3785ObjectContext_ApplySkeletonTypePreset=Apply Skeleton Based INI Preset Values
3786ObjectContext_BulkExport=Bulk Export to Folder...
3787ObjectContext_CaptureThumbnailsFromPlayInEditorViewport=Capture Thumbnail from PIE Viewport
3788ObjectContext_CaptureThumbnailsFromViewport=Capture Thumbnail from Active Viewport
3789ObjectContext_ClearCustomThumbnails=Clear Custom Thumbnail
3790ObjectContext_ClearProtoSuppressWarnings=Clear prototype flag suppressing warnings
3791ObjectContext_CompareSkeletons=Compare Skeletons...
3792ObjectContext_CompileForPlatform=Compile material for:
3793ObjectContext_CompressTexturesNow_F=Compressing `~ Textures that have Defer Compression set
3794ObjectContext_ConsolidateObjs=Consolidate...
3795ObjectContext_ConvertToCubemap=Convert to Cubemap...
3796ObjectContext_ConvertToPanoramic=Convert to Panoramic image...
3797ObjectContext_ConvertToSeeded=Convert to seeded modules
3798ObjectContext_CopyMaterialParametersToClipboard=Copy parameters to clipboard
3799ObjectContext_CopyParametersToClipboard=Copy parameters to clipboard.
3800ObjectContext_CopyParticleParameters=Copy Parameters to Clipboard
3801ObjectContext_CopyReferencesToClipboard=Copy Full Name to Clipboard
3802ObjectContext_CopyTextureAdjustments=Copy Color Adjustments to Clipboard
3803ObjectContext_CreateClothSet=Create New Cloth Set from Mesh...
3804ObjectContext_CreateNewAnimSetFromMesh=Create New AnimSet from Mesh...
3805ObjectContext_CreateNewApexEmitter=Create New Apex Emitter
3806ObjectContext_CreateNewBasicIos=Create New Apex Basic IOS
3807ObjectContext_CreateNewFluidIos=Create New Apex Fluid IOS
3808ObjectContext_CreateNewGroundEmitter=Create New Apex Ground Emitter
3809ObjectContext_CreateNewImpactEmitter=Create New Apex Impact Emitter
3810ObjectContext_CreateNewIofx=Create New Apex IOFX
3811ObjectContext_CreateNewMaterial=Create New Material...
3812ObjectContext_CreateNewMaterialInstanceConstant=Create New Material Instance (Constant)...
3813ObjectContext_CreateNewMaterialInstanceTimeVarying=Create New Material Instance (Time Varying)...
3814ObjectContext_CreateNewPhysicsAsset=Create New Physics Asset...
3815ObjectContext_CreateHipshiftPresetFromMesh=Create Hipshifting Preset from Mesh...
3816ObjectContext_CreateStaticTexture=Create New Static Texture...
3817ObjectContext_CreateSubArchetype=Create Sub Archetype...
3818ObjectContext_Delete=Delete
3819ObjectContext_Duplicate=Create a Copy...
3820ObjectContext_EditCurves=Edit Force Field...
3821ObjectContext_EditProperties=Properties...
3822ObjectContext_EditSoundCueNodes=Properties and Sound Attenuation Nodes...
3823ObjectContext_EditSoundWaveNodes=Sound Wave Node Properties...
3824ObjectContext_EditUsingAITreeEditor=Edit Using AITree Editor...
3825ObjectContext_EditUsingAnimSetViewer=Edit Using Anim Set Viewer...
3826ObjectContext_EditUsingAnimTreeEditor=Edit Using AnimTree Editor...
3827ObjectContext_EditUsingApexEditorWidgets=Edit Using Apex Widgets Editor
3828ObjectContext_EditUsingBlendGridProfileEditor=Edit Using Blend Grid Profile Editor...
3829ObjectContext_EditUsingCascade=Edit Using UnrealCascade...
3830ObjectContext_EditUsingCurveEditor=Edit Using Curve Editor...
3831ObjectContext_EditUsingFontEditor=Edit Using Font Editor...
3832ObjectContext_EditUsingGasket=Edit Using Gasket...
3833ObjectContext_EditUsingLensFlareEditor=Edit Using Lens Flare Editor...
3834ObjectContext_EditUsingMaterialEditor=Edit Using Material Editor...
3835ObjectContext_EditUsingMaterialInstanceEditor=Edit Using Material Instance Editor...
3836ObjectContext_EditUsingMatinee=Edit Using Matinee...
3837ObjectContext_EditUsingPhAT=Edit Using Physics Asset Tool...
3838ObjectContext_EditUsingPostProcessEditor=Edit Using PostProcess Editor...
3839ObjectContext_EditUsingRulesetEditor=Edit Using Facade...
3840ObjectContext_EditUsingSoundClassEditor=Edit Using Sound Class Editor...
3841ObjectContext_EditUsingSoundCueEditor=Edit Using Sound Cue Editor...
3842ObjectContext_EditUsingSoundPreviewer=Edit Using Sound Previewer...
3843ObjectContext_EditUsingSpeedTreeEditor=Edit Using Speed Tree Editor...
3844ObjectContext_EditUsingSplineEditor=Edit Using Spline Editor...
3845ObjectContext_EditUsingStaticMeshEditor=Edit Using Static Mesh Editor...
3846ObjectContext_EditUsingTextureViewer=Edit Using Texture Viewer...
3847ObjectContext_EditUsingUIEditor=Edit Using UI Editor...
3848ObjectContext_EditUsingUISkinEditor=Edit Using Skin Editor...
3849ObjectContext_ExportLightMapMeshes=Export Light Map Meshes (.OBJ)...
3850ObjectContext_ExportToFile=Export to File...
3851ObjectContext_FilterObjectTypesInAllTypes=Show Only `~ (in All Types)\t(Alt+DblClick)
3852ObjectContext_FilterSelectedObjectTypes=Show Only `~\t(Alt+DblClick)
3853ObjectContext_FindMaterialsUsingFunction=Find loaded Materials using this Function...
3854ObjectContext_FindParentMaterial=Find Parent Material in Content Browser...
3855ObjectContext_FlattenMaterialPalette=Flatten Material Palette to textures...
3856ObjectContext_ForceDelete=Delete (force)
3857ObjectContext_ForceRebuild=Force Rebuild
3858ObjectContext_ForceReimport=Force Reimport
3859ObjectContext_HotLoad=HotLoad
3860ObjectContext_ImportLightMapMeshes=Import Light Map Meshes (.ASE)...
3861ObjectContext_InsertMatureDialog=Insert Mature Dialog
3862ObjectContext_MarkAsProtoSuppressWarnings=Mark as prototype suppressing warnings
3863ObjectContext_Rename=Rename...
3864ObjectContext_BulkMoveRename=Bulk Move or Rename...
3865ObjectContext_PasteTextureAdjustments=Paste Color Adjustments
3866ObjectContext_PasteTextureAdjustments_Applying_F=Applying color adjustments to `~ Textures
3867ObjectContext_PasteTextureAdjustments_Undo=Paste Color Adjustments
3868ObjectContext_PlaySound=Play Sound
3869ObjectContext_RecompileMaterial=Recompile Material
3870ObjectContext_ReimportApexAsset=Reimport Apex Asset
3871ObjectContext_ReimportCAPItem=Reimport CAP Item Presets
3872ObjectContext_ReimportClothAsset=Reimport Cloth Asset
3873ObjectContext_ReimportDismembermentAsset=Reimport Dismemberment Asset
3874ObjectContext_ReimportFont=Reimport Font
3875ObjectContext_ReimportMuscleSet=Reimport Muscle Set
3876ObjectContext_ReimportRagdollAsset=Reimport Ragdoll Asset
3877ObjectContext_ReimportRigidBodyAsset=Reimport RigidBody Asset
3878ObjectContext_ReimportSkeletalMesh=Reimport Skeletal Mesh
3879ObjectContext_ReimportSoundNodeWave=Reimport Sound Node Wave
3880ObjectContext_ReimportStaticMesh=Reimport Static Mesh
3881ObjectContext_ReimportTexture=Reimport Texture
3882ObjectContext_ReimportAnimSet=Reimport Anim Set
3883ObjectContext_RebuildAnimSet=Rebuild Anim Set
3884ObjectContext_ReimportVectorField=Reimport Vector Field
3885ObjectContext_ResimplifyMesh=Resimplify Mesh...
3886ObjectContext_ResliceFracturedMeshes=Reslice Fractured Meshes
3887ObjectContext_ResourceCollection=Make Collection with Referenced Objects
3888ObjectContext_SelectActorsUsingThis=Select Level Actors Using this Object
3889ObjectContext_ShowAllReferencers=List All Referencers
3890ObjectContext_ShowReferenceGraph=Show Reference Tree
3891ObjectContext_ShowReferences=List Referenced Objects
3892ObjectContext_SimplifyMesh=Simplify Mesh for Level...
3893ObjectContext_StopSound=Stop Sound
3894ObjectContext_SwizzleRB=Swap R and B Values on Texture
3895ObjectContext_UpdateHipshiftPresetFromMesh=Update Selected Hipshifting Preset from Selected Mesh...
3896ObjectContext_ViewCAPItem=View CAP Item Presets...
3897ObjectContext_ViewCAPMaterialItem=View CAP Material Data...
3898ObjectEditor_AnimBlendGrid=Anim Blend Grid Editor
3899ObjectEditor_ColorPalette_F=Color Palette: `~
3900ObjectEditor_MaterialPalette_F=Material Palette: `~
3901ObjectEditor_MouseDelta_MoveF=Move Delta: (X: `.2~, Y: `.2~)
3902ObjectEditor_MouseDelta_RotationF=Rotation Delta: `.2~`~
3903ObjectEditor_MouseDelta_SizeF=Size Delta: (X: `.2~, Y: `.2~)
3904ObjectEditor_SkelMeshInteractablet_F=Skeletal Mesh Interactable: `~
3905ObjectNoReferences=Object '`~' doesn't refer to any non ignored objects.
3906ObjectNone=Object: None
3907ObjectNotReferenced=Object '`~' Is Not Referenced
3908ObjectStatus_F=Object: [`~] -Status: `~
3909ObjectTools_ExportObjects=Export Objects
3910ObjectTools_ExportObjects_CancelRemaining=Would you like to cancel exporting the next `~ files as well?
3911ObjectType=Object Type
3912Object_F=Object: [`~]
3913ObjectsSelectedF=Num of objects selected %i
3914OnF=On `~
3915OnlineHelp=Online Help...
3916OnlyLayoutUVText=Layout using 0 channel (fast lightmap)
3917OnlyReadOnlySocketSetsInMesh=This mesh only contains read only socket sets
3918Opacity=Opacity
3919OpacityMask=Op.Mask
3920Open2DShape=Open 2D Shape
3921Open=Open
3922OpenCinema=Open Cinema
3923OpenE=Open...
3924OpenEWithHotkey=Open...\tCtrl+O
3925OpenEdges=Open Edges
3926OpenEdges_F=Open Edges: `~
3927OpenInExternalEditor=Open in External Editor...
3928OpenInPhATNow=Open In PhAT Now
3929OpenMatinee=Open Matinee
3930OpenNewFloatingViewport=New Floating Viewport
3931OpenNewFloatingViewport_Error=Failed while trying to create a new floating viewport window.
3932OpenNewFloatingViewport_OrthoXY=Orthographic Top (XY)
3933OpenNewFloatingViewport_OrthoXY_Desc=Opens a new detached orthographic top (XY) window that can be freely moved and resized.
3934OpenNewFloatingViewport_OrthoXZ=Orthographic Side (XZ)
3935OpenNewFloatingViewport_OrthoXZ_Desc=Opens a new detached orthographic side (XZ) window that can be freely moved and resized.
3936OpenNewFloatingViewport_OrthoYZ=Orthographic Front (YZ)
3937OpenNewFloatingViewport_OrthoYZ_Desc=Opens a new detached orthographic front (YZ) window that can be freely moved and resized.
3938OpenNewFloatingViewport_Perspective=Perspective
3939OpenNewFloatingViewport_Perspective_Desc=Opens a new detached perspective window that can be freely moved and resized.
3940OpenNewKismetWindow=Open New Window
3941OpenObjectEditorAreYouSure_F="Are you sure you want to open `~ resource editors?"
3942OpenPackage=Open Package
3943OpenPackages=Open Packages
3944OpenPackagesE=Open Packages...
3945OpenParentSequence=Open Parent Sequence
3946OpenSentinel=Open Sentinel
3947OpenSequence=Open Sequence
3948OpenTheFile_F=Open the file : '`~'
3949OpenWithSelectedMesh=Open Anims With Source Mesh
3950Optimize=Optimize
3951Options=Options
3952OrWithMemory=Or With Memory
3953Order=Order
3954OrientAlongBone=Orient Along Bone
3955OriginalLocation=Original Location
3956OutputDelayText=Delay:
3957OverrideTextureChannel=Override Texture Channel
3958OverrideTextureMip=Import Custom Mip
3959Overriding=Overriding
3960OverwriteCollisionData=Overwrite Existing Collision Data?\nAnswering 'Yes' Will Replace Existing Data With Data From Imported Mesh.
3961OverwriteDuplicates=The following assets already exist. Overwrite these objects?\n\n`~
3962OverwriteLinksInCoverGroup=CoverGroup: Overwrite Links
3963OverwriteNavPointsInRoute=Route: Overwrite NavPoints
3964PIENeedsToCloseMatineeQ='Play in Editor' must close UnrealMatinee. -Continue?
3965POL=Polish (POL)
3966PSys=Particle System
3967PSysComp_Error_BadActorRef=PSysComp has a potentially bad parameter actor reference (not replicated?) at index `~ (`~)
3968PSysComp_Error_EmptyActorRef=PSysComp has an empty parameter actor reference at index `~ (`~)
3969PSysComp_Error_EmptyMaterialRef=PSysComp has an empty parameter material reference at index `~ (`~)
3970PSysRealTime=PSys Real time Thumbs
3971PTB=Brazilian Portuguese (PTB)
3972PVRTCCompression_CompressingTextures=Compressing textures to PVRTC for mobile devices.
3973PVRTCCompression_CompressingTexturesF=Compressing textures to PVRTC for mobile devices: `~ of `~
3974Package=Package
3975PackageAndName=Package & Name
3976PackageBackup_MaintenanceWarning=Performing maintenance on package backup folder...
3977PackageBackup_ValidityWarning=Determining package backup validity...
3978PackageBackup_Warning=Backing up package...
3979PackageBundleE=Package To Bundle To...
3980PackageContext_BakeCloth=Generate Cloth Animation
3981PackageContext_BatchProcess=Batch Process
3982PackageContext_ClusterSounds=Cluster Sounds
3983PackageContext_ClusterSoundsWithAtt=Cluster Sounds with Attenuation
3984PackageContext_InsertRadioChirp=Insert Radio Chirp
3985PackageFileIsReadOnly=Unable to save package to `~ because the file is read only!
3986Packages=Packages
3987Pan=Pan
3988PanMode=Pan Mode
3989PanU=Pan U
3990PanV=Pan V
3991ParamName=Name
3992ParamValue=Value
3993Parent=Parent
3994ParentNode=Parent Node
3995Parent_F=Parent: `~
3996ParticleCopyParameters=Copy parameters to clipboard
3997ParticlesSF=Sprite Particles
3998Paste=Paste
3999PasteA=Paste\tCtrl V
4000PasteAsChild=Paste As Child
4001PasteAsChildA=Paste As Child\tCtrl B
4002PasteConnections=Paste Connections
4003PasteFrom:="Paste From:"
4004PasteGroup=Paste Group
4005PasteGroupOrTrack=Paste Group/Track
4006PasteHere=Paste Here
4007PasteModule=Paste Module
4008PasteSockets=Paste Sockets
4009PasteSocketsA=Paste Sockets\tCtrl V
4010PasteTextureToSurface=Paste Texture to Surface
4011PasteToWorldOrigin=Paste To World Origin
4012PasteTrack=Paste Track
4013Patches=Patches
4014Path=Path
4015PathName=Path Name
4016PathOptions=Path Options
4017PathsDirtyTooltip=Paths Need to be Rebuilt (Click to rebuild!)
4018PathsNotDirtyTooltip=Paths are Up to Date
4019PathsSF=Paths\tP
4020Pause=Pause
4021PauseAnimTree=Pause AnimTree
4022PauseRealtimeDebugging=Pause (Alt+F7)
4023Pawns=Pawns
4024Pen=Pen
4025PerToolQ=Per Tool?
4026PerViewLayerHideAll=Hide All
4027PerViewLayerHideNone=Show All
4028PerViewLayerHiding=Show Layers
4029PercentageOfLightingTime=% Lighting Time
4030PercentageOfUnmappedTexels=% Unmapped Texels
4031PerforceLoginTitle=Perforce Login
4032PerforceLogin_Error_UnableToConnectToServer=Unable to find server. -Please try again.
4033PerformanceColorationSF=Performance Coloration
4034PerformanceVisualizer_TitleBar=Heatmap Visualizer Options
4035PerformingCSGOperation=Performing CSG operation
4036PersistentLevel=Persistent Level
4037Perspective=Perspective
4038PhAT=UnrealPhAT
4039PhATPlayAnim=Play Anim
4040PhysicalMaterial=Physical Material
4041Physics=Physics
4042PhysicsAssetEditor=Physics Asset Editor (PhAT)
4043Pitch=Pitch
4044PitchValue=Pitch
4045Pivot=Pivot
4046PlaceableClassesOnlyQ=Placeable Classes Only?
4047Planar=Planar
4048PlanarFloor=Planar Floor
4049PlanarWall=Planar Wall
4050PlaneBias=Plane Bias
4051Platform=Platform
4052Play=Play
4053PlayAnimOnAsset=Play Anim
4054PlayInActiveViewport=Play in Active Viewport\tAlt+F8
4055PlayInEditor_F=`~ Editor Preview
4056PlayInEditor_RHI_F=`~ Editor Preview (`~ bit, `~)
4057PlayLevel=Play Level (Ctrl spectates)
4058PlayOnSelectedMesh=Play Anims On Selected Mesh By Default
4059PlayOnSourceMesh=Play Anims On Source Mesh By Default
4060PlayRate=Play Rate
4061PlaySelectedNode=Play Selected Node
4062PlaySound=Play Sound
4063PlaySoundCue=Play SoundCue
4064PlaySoundsOrMusicTrack=Play Sound(s)/Music Track
4065PlayerOnly=Player Only
4066PlayerStart=Player Start
4067PleaseEnterValue=Please Enter Value
4068Poly=Poly
4069Polygons=Polygons
4070PopUpNavError=Unable navigate to URL.\nClick OK to close window.
4071PopUpTitle=Unreal Browser Pop Up
4072Popup=Pop Up
4073Portal=Portal
4074PortalsSF=Portals
4075PostProcess=Post Process
4076PostProcessAASF=Post Process Anti Aliasing
4077PostProcessAutoExposureSF=AutoExposure
4078PostProcessBloomSF=Bloom
4079PostProcessDOFSF=DOF
4080PostProcessEditor=PostProcess Editor
4081PostProcessEditor_F=Unreal Post process Editor: `~
4082PostProcessExposureSF=Exposure
4083PostProcessLUTSF=LUT
4084PostProcessMaterialSF=Material
4085PostProcessSF=PostProcess All
4086PostProcessToneMappingSF=ToneMapping
4087PostProcessFilmGrainSF=Film Grain
4088PostProcessTemporalAASF=Temporal AntiAliasing
4089PrecomputedShadows=Precomputed Shadows (All)
4090PrecomputedShadowsSelected=Precomputed Shadows (Selected)
4091PrefabSequenceRenameError=Renaming the Prefabs sequence is not allowed.
4092Prefab_Create=Create Prefab...
4093Prefab_DeletePrefabMembersPrompt="PrefabInstance '`~' is being deleted. -Should all actors contained in this prefab be removed as well?"
4094Prefab_FoundSeq=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Make Sequence '`~' part of prefab.\nNo: Don't add any Sequence to the Prefab.\nCancel: Abandon prefab creation.
4095Prefab_FoundSeqYesNo=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Add Sequence '`~' to prefab.\nNo: Don't add any Sequence to the Prefab.
4096Prefab_MissingArchetypes="The archetype for '`~' couldn't be loaded removing member from PrefabInstance `~"
4097Prefab_MissingSourcePrefabs="The source Prefabs for some PrefabInstances could not be loaded so they were removed from the map:\\n\\n`~"
4098Prefab_MustHaveSameOutermost=All objects must have same Outermost (Package). Prefab operation failed.
4099Prefab_OldPrefabInstancesUpdated=Instances of the following Prefabs were updated in the loaded map:\n\n`~
4100Prefab_OpenInstanceSequence=Open Sequence For PrefabInstance In UnrealKismet
4101Prefab_ReplaceCurrentActors=Would you like to replace these Actors with an instance of the new Prefab?
4102Prefab_ResetFromPrefab=Reset Instance From Prefab '`~'
4103Prefab_ResetInvalidPrefab="Some prefabs could not be loaded correctly and were reset. -See the log for details"
4104Prefab_ResetPrefabAreYouSure=Are You Sure You Want To Reset This Instance?
4105Prefab_SelectActors=Select All Actors In Prefab(s)
4106Prefab_SequenceRefsOutsidePrefab=Sequence '`~' contains references to objects outside the Prefab:\n\n
4107Prefab_ToNormalActors=Convert PrefabInstance To Normal Actors
4108Prefab_UndoTag_AddPrefab=Add Prefab
4109Prefab_UndoTag_ResetPrefab="Reset PrefabInstance"
4110Prefab_UndoTag_UpdatePrefab=Update Prefab
4111Prefab_UpdateFromInstance=Update Prefab '`~' From This Instance
4112Prefab_UpdatePrefabAreYouSure=Are You Sure You Want To Update Prefab '`~'?
4113Prefabs=Prefabs
4114PreferLeanOverPopup=PreferLean
4115Preferences=Preferences
4116PrefixToRemove=Prefix to remove
4117PrependToSpline=Prepend To Beginning Of Spline
4118PresetCurve=Preset Curve
4119PresetCurves=Preset Curves
4120PressBorFToSort=Hold down B to move the selected strip behind, or hold F to move move it in front of another strip.
4121PressKeysToBind=Press hotkey combo to bind to (Escape Cancels)
4122Preview=Preview
4123PreviewCaption_F=Preview: `~
4124PreviewControls=Preview Controls
4125PreviewMip=Preview Mip:
4126PreviewMotion=Preview Motion
4127PreviewOptions=Preview Options
4128PreviewPos_F=Preview Pos: `3.3~fs
4129PreviewSelectedNode=Preview Selected Node
4130PrimitiveStatsBroswer_ItemActivated=Item Activated
4131PrimitiveStatsBrowser_CombinedStats=Combined Total
4132PrimitiveStatsBrowser_Count=Count
4133PrimitiveStatsBrowser_InstTriangles=Inst. Triangles
4134PrimitiveStatsBrowser_InstVertexColorMem=Inst Vertex Colors(KByte)
4135PrimitiveStatsBrowser_LMSMResolution=LM Res
4136PrimitiveStatsBrowser_LightMapData=Lightmap (KByte)
4137PrimitiveStatsBrowser_Name=Name
4138PrimitiveStatsBrowser_RadiusAvg=Radius (avg)
4139PrimitiveStatsBrowser_RadiusMax=Radius (max)
4140PrimitiveStatsBrowser_RadiusMin=Radius (min)
4141PrimitiveStatsBrowser_ResourceSize=Resource Size (KByte)
4142PrimitiveStatsBrowser_Sections=Sections
4143PrimitiveStatsBrowser_ShadowMapData=Shadowmap (KByte)
4144PrimitiveStatsBrowser_ToolTip=Show the primitive stats browser
4145PrimitiveStatsBrowser_TriangleCost=Triangle cost
4146PrimitiveStatsBrowser_Triangles=Triangles
4147PrimitiveStatsBrowser_SumTriangles=SumTriangles
4148PrimitiveStatsBrowser_Type=Type
4149PrimitiveStatsBrowser_VertexColorMem=Vertex Colors (KByte)
4150PrimitiveStatsBrowser_ViewMenu=Primitive Stats
4151ProcBuildingOptions=ProcBuilding
4152ProcBuildingResourceInfo=Resource Info
4153ProcBuildingRuleset_F=ProcBuilding Ruleset: `~
4154ProcessingChunks=Processing Chunks
4155ProcessingFBXAnimationsDueToSkelChange=Processing FBX animations due to a target skeleton change
4156ProcessingSections=Processing Sections
4157ProcessingSkeletalTriangles=Processing Mesh Triangles
4158Progress=Progress
4159PromoteSplineInterpPoint=Promote To Control Point
4160PromoteSplineInterpVertex=Promote To Control Point At Nearest Vertex
4161PromptSomeActorsAreReferencedByKismet=Some actors are referenced by an UnrealKismet sequence. -Proceed?
4162Prompt_10=Could not create geometry.
4163Prompt_12=This will completely replace the current asset.\nAre you sure?
4164Prompt_13=This will completely replace the current bone collision.\nAre you sure?
4165Prompt_14=Are you sure you want to weld '`~' to '`~' ?
4166Prompt_15=This will completely remove this bone, and any constraints to it.\nAre you sure you want to do this?
4167Prompt_17=The package '`~' (`~) has changed and needs to be saved. -Save over the existing package?\n\nYes: -Overwrite '`~'.\nNo: -Skip saving this package only.\nCancel: -Stop saving packages and return to the editor.
4168Prompt_18=This option will export all classes to text .uc files which can later be rebuilt. Do you want to do this?
4169Prompt_19=Export classes to -.uc files
4170Prompt_1=Are you sure you want to completely reset the selected AnimSet?
4171Prompt_20=Do you want to save the changes to `~?
4172Prompt_21=You must exit Interpolation Editing mode before saving level.\nDo you wish to do this now and continue?
4173Prompt_22=Failed to create entry point. Try another location, or you may have to rebuild your level.
4174Prompt_23=Your ini files are outdated. Do you want to automatically update them? Not doing so might cause crashes!
4175Prompt_24=Static Mesh already has a collision model. \nDo you want to replace it with Builder Brush?
4176Prompt_25=This will replace the existing AnimSequence (`~).\nAre you sure?
4177Prompt_26=The package '`~' (`~) failed to save.\n\nCancel: Stop saving all packages and return to the editor.\nRetry: Attempt to save the package again.\nContinue: Skip saving this package only.
4178Prompt_27=Are you sure you want to delete the selected MorphTarget? \n`~
4179Prompt_28=A MorphTarget with that name (`~) already exists in this MorphSet.
4180Prompt_29=A MorphTarget with that name already exists. Would you like to replace it?
4181Prompt_2=An AnimSequence with that name (`~) already exists in this AnimSet.\n Do you want to replace it?
4182Prompt_30=Some selected Actors are referenced by a Route.\nAre you sure you want to continue?
4183Prompt_31=Some selected Actors are referenced by a CoverGroup.\nAre you sure you want to continue?
4184Prompt_32=Are you sure you want to move the selected AnimSequence(s) (`~) to this AnimSet (`~)?
4185Prompt_33=Are you sure you want to convert the selected AnimSequence(s) (`~) to Additive Animations?
4186Prompt_34=Are you sure you want to copy the selected AnimSequence(s) (`~) to this AnimSet (`~)?
4187Prompt_35=This operation will overwrite the morph target if same name exists. -Proceed?
4188Prompt_36=Base Mesh has been modified since last time morph target was processed. Would you like to update all morph targets?
4189Prompt_37=This operation updates base mesh information for this morph target set. Would you like to proceed?
4190Prompt_38=All morph targets have been updated.
4191Prompt_39=Same name exists.
4192Prompt_3=Are you sure you want to delete the selected AnimSequence(s) (`~)?
4193Prompt_3DDrawModeOptions=3DDrawMode Options Menu!
4194Prompt_40=`~:Track(`~) Source Key isn't valid. Copying from reference pose.
4195Prompt_4=`~ support coming soon.
4196Prompt_5=No selected module!
4197Prompt_6=Duplicate Module on Same Emitter?
4198Prompt_7=3DDrawMode Options Menu!
4199Prompt_8=Static Mesh already has a collision model. \nDo you want to replace it?
4200Prompt_9=Static Mesh already has physics collision geometry.\n\nAre you sure you want replace it?
4201Prompt_AboutToBulkExportNItems_F=About to bulk export `~ items. -Proceed?
4202Prompt_AboutToBulkImportNItems_F=About to bulk import `~ items. -Proceed?
4203Prompt_AboutToCluserSoundsQ=About to cluster `~ sounds. -Continue?
4204Prompt_AboutToEditStartupPackage="`~ is a startup package. -Startup packages are fully cooked and loaded when on consoles. ALL CONTENT IN THIS PACKAGE WILL ALWAYS USE MEMORY. Are you sure you want to save it?"
4205Prompt_AboutToEditStartupPackage_Title=Warning: Save Over Startup Packages?
4206Prompt_CantCopyAdditiveSequence=Additive AnimSequences and AnimSequences that are related to additive sequences should not be moved into different packages. -AnimSequence(s) :`~will not be moved into AnimSet (`~).
4207Prompt_ConfirmDeleteAnimSeq=Are you sure you want to delete the selected AnimSequence (%s)?
4208Prompt_ConfirmDeleteMultipleAnimSeqs=Are you sure you want to delete the selected AnimSequence(s)?
4209Prompt_ConfirmDestroyInterpGroup=This will destroy InterpGroup (%s) and all Track data within it. Are you sure?
4210Prompt_ConfirmRemoveBone=This will completely remove this bone, and any constraints to it.\nAre you sure you want to do this?
4211Prompt_ConfirmReplaceAnimSeq=An AnimSequence with that name (%s) already exists in this AnimSet.\n Do you want to replace it?
4212Prompt_ConfirmReplaceExistingAnimSeq=This will replace the existing AnimSequence (%s).\nAre you sure?
4213Prompt_ConfirmReplaceStaticMeshColModel=Static Mesh already has a collision model. \nDo you want to replace it with Builder Brush?
4214Prompt_ConfirmResetAnimSet=Are you sure you want to completely reset the selected AnimSet?
4215Prompt_ConfirmSaveChanges=Do you want to save the changes to %s?
4216Prompt_ConfirmWeld=Are you sure you want to weld '%s' to '%s' ?
4217Prompt_CouldNotCreateGeometry=Could not create geometry.
4218Prompt_DuplicateEmitterModule=Duplicate Module on Same Emitter?
4219Prompt_ExitInterpolationBeforeCompilingMaterial=You must exit Interpolation Editing mode before compiling a material.\nDo you wish to do this now and continue?
4220Prompt_ExitInterpolationBeforeLoadingExistingPackage=Package already loaded.\nYou must exit Interpolation Editing mode before loading package.\nDo you wish to do this now and continue?
4221Prompt_ExitInterpolationBeforeRemoving=You must exit Interpolation Editing mode before removing a level.\nDo you wish to do this now and continue?
4222Prompt_ExitInterpolationBeforeSaving=You must exit Interpolation Editing mode before saving level.\nDo you wish to do this now and continue?
4223Prompt_ExportGroupsAsSubDirs=Export groups to their own subdirectories?
4224Prompt_ExportToSinglePackage=Export each package to a single file?
4225Prompt_ExportUCToRebuild=This option will export all classes to text .uc files which can later be rebuilt. Do you want to do this?
4226Prompt_ExportUCs=Export classes to -.uc files
4227Prompt_FBXImportBonesMissingFromBindPose=Warning: The following bones are missing from the bind pose. -If they are not in the correct orientation after importing, please set the "Use T0 as ref pose" option or add them to the bind pose and reimport the skeletal mesh \n\n`~
4228Prompt_FirstOneFbxMeshUsed=More than one FBX skeletal mesh was found. -Only the first one will be imported.
4229Prompt_InvalidLODIndex=Invalid mesh LOD index `~, as no prior LOD index exists!
4230Prompt_InvalidMorphLODIndex=There are multiple FBX meshes with the same morph LOD level for same morph target, please reassign!
4231Prompt_MaterialEditorClose=Would you like to apply changes to the original material?\n(No will lose all changes!)
4232Prompt_MaterialEditorDirtyHotload=Would you like to apply changes to the original material?\n(No will hotload without changes!)
4233Prompt_MaterialEditorDeleteFunctionInputs=Delete function inputs or outputs "`~"?\nAny materials which use this function will lose their connections to these function inputs or outputs once deleted.
4234Prompt_MergeTerrain=Merge Terrains?
4235Prompt_MoreThanOneTarget=Multiple meshes were found. -Would you like to use the first one?
4236Prompt_MoveOrDeleteAdditiveSequence=AnimSequences that are related to additive sequences should not be moved to another package or deleted, or the reference will be lost. -\n\nWould you like to still move or delete (`~)? \n\nAdditive AnimSequence(s) that are referring this animation:`~
4237Prompt_NoFbxSkelMeshFound=No FBX skeletal mesh was found. -The import process can not be completed.
4238Prompt_NoIdentityScaleForBone=Warning: No identity scale factor was found for skeleton (skeleton root name: `~).\n The FBX importer always ignores the scale factor, so the imported bone will be incorrect. -Please use identity scale for all skeletons in the original scene.
4239Prompt_NoMeshFound=No meshes were found in file.
4240Prompt_NoModuleSelected=No selected module!
4241Prompt_NoSmoothgroupForFBXScene=Warning: No smoothing group information was found in this FBX scene. -Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug in before exporting the file. -Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export time so that correct vertex normals can be inferred while importing.
4242Prompt_NoTangentForFBXScene=Warning: No Tangents and Binormals found in this FBX scene and they will be generated upon import. -This will cause lighting and reflection artifacts. -Please check your Maya export options under Geometry -> Tangents and Binormals.
4243Prompt_NoUVsForFBXMesh=Import Error: At least one UVSet is required for each imported mesh. Please see log for additional details.
4244Prompt_OBJExportWithBMP=Would you like to export the materials as images (slower)?
4245Prompt_ObjectChangedSave='%s' (%s) has been changed and needs to be saved. Save over existing object?\n(To save to a different file, select Cancel and select Save... in the Browser window.)\n\nYes: Overwrite '%s'.\nNo: Skip saving this object only.\nCancel: Stop saving all objects and return to the editor.
4246Prompt_ObjectChangedSaveWithReason='%s' (%s) has been changed and needs to be saved. \n\n %s\n\n Save over existing object?\n(To save to a different file, select Cancel and select Save... in the Browser window.)\n\nYes: Overwrite '%s'.\nNo: Skip saving this object only.\nCancel: Stop saving all objects and return to the editor.
4247Prompt_ObjectCreatedSave='%s' (%s) is a new object and needs to be saved. Save now?\nYes: Save '%s'.\nNo: Skip saving this object only.\nCancel: Stop saving all objects and return to the editor.
4248Prompt_ObjectFailedToSave='%s' (%s) failed to save.\n\nCancel: Stop saving everything and return to the editor.\nRetry: Attempt to save again.\nContinue: Skip saving this only.
4249Prompt_PIEDisableMobileEmulation="Mobile emulation is enabled... Disable and run PIE?\n(For mobile previewing use the 'Mobile Previewer'.)"
4250Prompt_ReplaceBoneCollision=This will completely replace the current bone collision.\nAre you sure?
4251Prompt_ReplaceCurrentAsset=This will completely replace the current asset.\nAre you sure?
4252Prompt_ReplaceStaticMeshWithPhysics=Static Mesh already has physics collision geometry.\n\nAre you sure you want replace it?
4253Prompt_SomeActorsRefByKismet=Some selected Actors are referenced by a Kismet sequence.\nAre you sure you want to continue?
4254Prompt_SplitTerrain=Split Terrain?
4255Prompt_SupportComing=%s support coming soon.
4256Prompt_ThisActionWillTerminatePIEContinue=This action will terminate your Play In Editor session. -Continue?
4257Prompt_TooManyVertices=This mesh has more than 65535 vertices and cannot be imported.
4258Prompt_UnloadingPackagesCasuesChangesToBeLostQ=Unloading a package containing unsaved changes will cause those changes to be lost. -Continue?
4259PropagateToFallback=Propagate Changes to Fallback Material
4260Properties=Properties
4261PropertiesCaption=Properties: <Multiple Values>
4262PropertiesCaption_F=Properties: `~
4263PropertiesE=Properties...
4264PropertiesSelectedF=%s Properties (%i Selected)
4265PropertyColorationSF=Property Coloration
4266PropertyName=Property Name
4267PropertyWindowEditProperties=PW: Edit Properties
4268PropertyWindowMenu=Property Window Options
4269PropertyWindow_AddNewItem=Add a new item
4270PropertyWindow_CancelSearch=Cancel Search
4271PropertyWindow_ClearAllText=Clear text
4272PropertyWindow_CollapseAllCategories=Collapse All Categories
4273PropertyWindow_CompleteCopyToClipboard=Complete Copy To Clipboard (Contains editline objects)
4274PropertyWindow_CopySelectedProperties=Copy Selected Properties to Clipboard
4275PropertyWindow_CopyToClipboard=Copy To Clipboard
4276PropertyWindow_CreateANewObject=Create a new object
4277PropertyWindow_DeleteItem=Remove this item
4278PropertyWindow_DuplicateThisItem=Create a copy of this item
4279PropertyWindow_Error_ArrayClampInvalidInMultiSelect=Array Clamping isn't supported in multi select (Param Name: `~)
4280PropertyWindow_Error_ArrayClampPropertyIsNotAnArray=The property (`~) passed for array clamping use is not an array. -Clamp will only ensure greater than zero.
4281PropertyWindow_Error_ArrayClampPropertyNotFound=The property (`~) passed for array clamping was not found. -Clamp will only ensure greater than zero.
4282PropertyWindow_ExpandAllCategories=Expand All Categories
4283PropertyWindow_FavoritesTitle=Favorites
4284PropertyWindow_FilterTitle=Filter:
4285PropertyWindow_FindObjectInContentBrowser='Click' to find object in Content Browser.\n'Ctrl + Click' to open object in its editor.
4286PropertyWindow_InsertNewItemHere=Insert a new item before this item
4287PropertyWindow_LockSelectedActorsQ=Lock Selected Actors
4288PropertyWindow_MoveDown=Shifts the selected favorite property node down.
4289PropertyWindow_MoveUp=Shifts the selected favorite property node up.
4290PropertyWindow_Options=Options
4291PropertyWindow_PasteProperties=Paste Properties from Clipboard
4292PropertyWindow_RemoveAllItemsFromArray=Remove all items from this array
4293PropertyWindow_ResetToDefault=Reset To Default
4294PropertyWindow_Search=Search
4295PropertyWindow_SearchFor=Type here to search
4296PropertyWindow_ShowAllPropertyItemButtons=Show All Property Item Buttons
4297PropertyWindow_ShowDifferingProperties=Show Only Differing Properties
4298PropertyWindow_ShowFriendlyPropertyNames=Show Friendly Property Names
4299PropertyWindow_ShowHiddenProperties=Show All Hidden Properties
4300PropertyWindow_ShowHorizontalDividers=Show Horizontal Dividers
4301PropertyWindow_ShowModifiedProperties=Show Only Modified Properties
4302PropertyWindow_TextBox=Click to show editing text box
4303PropertyWindow_ToggleFavoritesWindow=Toggle Favorties Window Visibility
4304PropertyWindow_ToggleOffsetWindow=Toggle manipulating objects by an offset
4305PropertyWindow_ToolTip_ShowAllPropertyItemButtons=Toggles whether or not items within a property window show their available action buttons regardless of selection state.
4306PropertyWindow_ToolTip_ShowDifferingProperties=When multiple objects are selected, shows only properties where they differ.
4307PropertyWindow_ToolTip_ShowFriendlyPropertyNames=Toggles whether or not display space delimited, friendlier names or use the properties default name.
4308PropertyWindow_ToolTip_ShowHiddenProperties=Toggles whether or not hidden properties are displayed in the property window
4309PropertyWindow_ToolTip_ShowHorizontalDividers=Toggles whether or not horizontal dividers are displayed between properties in the property window
4310PropertyWindow_ToolTip_ShowModifiedProperties=Toggle a filter within all property windows for displaying properties that have been modified.
4311PropertyWindow_UseCurrentSelectionInBrowser_Or_ChooseFromList=Use selected object in Content Browser
4312PropertyWindow_UseMouseToPickActorFromViewport=Choose an actor by clicking the actor in a viewport window
4313PropertyWindow_UseMouseToPickColorFromViewport=Choose a new color by clicking a color in a viewport window
4314PropertyWindow_UsePropertyOrder=Use Natural Property Order
4315ProscribePaths=Proscribe Paths
4316PruningReachspecs=Pruning reachspecs
4317Publish_SaveDirtyPackagesQ=Packages must be saved before they can be published. -Save packages before publishing?\n\nYes: Save packages, then publish.\nNo: Publish without saving packages.\nCancel: Abort the publish and return to the editor.
4318Puppet=Puppet
4319PushInstanceVertexColorsPrompt_Cancel=Cancel
4320PushInstanceVertexColorsPrompt_Message=Copying the instance vertex colors to the source mesh will replace any of the source mesh's pre existing vertex colors and affect every instance of the source mesh.\n\nWould you like to continue?
4321PushInstanceVertexColorsPrompt_Ok=Copy colors
4322PushInstanceVertexColorsPrompt_Title=Copy instance vertex colors to source mesh?
4323PythonConsole="Python"
4324PythonHelp="Python Help"
4325PythonHelp_ToolTip="Open Integrated Python Help File"
4326PythonInterrupt="Interrupt Python"
4327PythonReset="Reset Python Interpreter"
4328QuitKismet=Quit Kismet
4329RUS=Russian (RUS)
4330Radius=Radius
4331Random=Random
4332Randomize=Randomize
4333RaytracingTerrain=Raytracing terrain
4334RaytracingTerrainF=Raytracing terrain (`~ of `~)
4335ReImportAllSelectedE=Re Import All Selected
4336ReImportSkeletalMesh=Re Import Skeletal Mesh
4337ReZeroCurrentPosition=ReZero On Current Position
4338Ready=Ready
4339RealtimeDebuggingCallstack=Callstack
4340RebuildAdditiveAnimation=Rebuild Additive Animation(s)
4341RebuildBSPBuildingPolygons=Rebuild BSP: Building polygons
4342RebuildBSPBuildingVisibilityZones=Rebuild BSP: Building visibility zones
4343RebuildBSPMergingPlanars=Rebuild BSP: Merging planars
4344RebuildBSPOptimizingGeometry=Rebuild BSP: Optimizing geometry
4345RebuildBSPPartitioning=Rebuild BSP: Partitioning
4346RebuildCSGBuildingBoundingVolumes=Rebuild CSG: Building Bounding Volumes
4347RebuildCSGOptimizingSubBSPs=Rebuild CSG: Optimizing Sub BSPs
4348RebuildCSGRebuildingDynamicBrushBSPs=Rebuild CSG: Rebuilding Dynamic Brush BSPs
4349RebuildSelectedPaths=Rebuild Selected Path(s)
4350RebuildingBSP=Rebuilding BSP
4351RebuildingGeometry=Rebuilding geometry
4352RebuildingMap=Rebuilding map
4353RebuildingStaticMeshes=Rebuilding static meshes
4354RecallMemory=Recall Memory
4355RecastSplinePoint=Recast To Nearest Point
4356RecastSplineVertex=Recast To Nearest Vertex
4357Recent=Recent
4358ReconnectToSourceControl=Reconnect to Source Control...
4359RecordTracks=Record Tracks
4360Redo=Redo
4361RedoA=Redo\tCtrl Y
4362RedoLastAction=Redo the last action
4363Redo_F=Redo `~
4364Redo_FA=Redo `~\tCtrl+Y
4365EditorPreferences=&Preferences\tCtrl+P
4366ReduceKeys=Reduce Keys
4367RefPoseSequenceName=Reference pose animation name:
4368ReferenceDepth="Reference Depth"
4369ReferenceFilter="Calculating Reference Filters"
4370ReferenceGraphTreeText="Reference Graph"
4371ReferenceGraphs="Rebuilding Reference Graphs"
4372ReferenceMode=Reference Mode
4373ReferenceTreeDialog_CollapseAll=Collapse All
4374ReferenceTreeDialog_ExpandAll=Expand All
4375ReferenceTreeDialog_NoRefs=No Referencers
4376ReferenceTreeDialog_OpenEditor=Open Editor
4377ReferenceTreeDialog_OptionsMenu=Options
4378ReferenceTreeDialog_RebuildTree=Rebuild Tree
4379ReferenceTreeDialog_SelectActor=Select Actor
4380ReferenceTreeDialog_ShowInCB=Show in Content Browser
4381ReferenceTreeDialog_ShowScriptRefs=Show Script References
4382ReferenceTreeDialog_Title=Reference Tree
4383ReferenceTreeDialog_ViewMenu=View
4384ReferenceTreeDialog_ViewProps=View Properties
4385ReferencedAssetBrowser_ToolTip=Show the referenced assets browser
4386ReferencedAssetBrowser_ViewMenu=Referenced Assets
4387ReferencedAssets=Referenced Assets
4388ReferencedObjectName=Referenced Object Name
4389Referencers=Referencers
4390References=References
4391ReferencesRemoteEvent=Remote Event References
4392ReflectionsCubeSF=CubeMap Reflections
4393ReflectionsFloorSF=Floor Reflections
4394Refresh=Refresh
4395RefreshF5=Refresh (F5)
4396RefreshWithHotkey=Refresh\tF5
4397RefreshingAssetBrowser="Refreshing Referenced Asset Browser"
4398RegenAllProcBuildings=Regenerate All ProcBuildings
4399RegenSelProcBuildings=Regenerate Selected ProcBuildings
4400RegenerateAutoFallback=Regenerate Automatic Fallback
4401RegenerateImageReflectionTextures=Regenerate Image Reflection Textures
4402RegenerateProcBuildingTextures=Regenerate Building Textures
4403Reimport=Reimport
4404ReimportAssetCurrent= Reimport aborted: Asset is already up to date.
4405ReimportAttemptingAtomicReimport= Source file on disk exists and is newer; Attempting atomic reimport of `~
4406ReimportFailed= Reimport failed. See Log Browser for details.
4407ReimportFailedNoSourcePath= Cannot reimport: No source path is currently saved for the asset.
4408ReimportFailedSourceFileNotFound= Cannot reimport: Source file cannot be found.
4409ReimportFailedSourcePathExtensionMismatch= Cannot reimport: Source path specifies an invalid file extension.
4410ReimportMuscleSet=Re Import Muscle Set
4411ReimportStaticMesh=Re Import Static Mesh
4412ReimportSuccessful= Reimported successfully.
4413ReimportTexture=Re Import Texture
4414ReimportingAssetF=Reimporting asset (`~ of `~)
4415ReimportingAssets=Reimporting assets
4416Relative=Relative
4417RelativeGroup=Relative To Group
4418RelativeInitial=Relative To Initial
4419RelativeQ=Relative?
4420RemainingSpace=Remaining Space
4421RemoteEvents=Remote Events
4422Remove=Remove
4423RemoveAfterCurrentPosition=Remove After Current Position
4424RemoveAllCurves=Remove All Curves
4425RemoveAllCurves=Remove All Curves
4426RemoveAllCurvesPrompt=Are you sure you want to 'Remove All Curves'?
4427RemoveAllNotifies=Remove All Notifies
4428RemoveAllOtherCurves=Remove All Other Curves
4429RemoveBeforeCurrentPosition=Remove Before Current Position
4430RemoveBlendControl=Remove Blend Control Subtrack
4431RemoveBrowser=Remove Browser
4432RemoveClothControl=Remove Cloth Control Subtrack
4433RemoveCollision=Remove Collision
4434RemoveCollisionPrompt=Are you sure you want to remove the collision mesh?
4435RemoveComponent=Remove Component
4436RemoveCore=Remove Core
4437RemoveCropping=Remove Cropping
4438RemoveCurve=Remove Curve
4439RemoveCustomMip=Remove Custom Mip
4440RemoveDuplicateModules=Remove Duplicate Modules
4441RemoveEverySecondKey=Remove Every Second Key
4442RemoveFromFavorites=Remove from favorites
4443RemoveFromGroupTab=Remove From Selected Group Tab
4444RemoveFromObjectListVars_F=Remove `~ From Object List
4445RemoveLOD=Remove a LOD
4446RemoveLevelFromWorld=Remove Level From World
4447RemoveLinksFromCoverGroup=CoverGroup: Remove Links
4448RemoveMeshFromList=Remove
4449RemoveNavPointsFromRoute=Route: Remove NavPoints
4450RemovePrefixFromSelectedSequences=Remove Prefix From Selected Sequences
4451RemovePrimitiveIgnore=Remove primitive from light ignore list
4452RemoveRedundantKeys=Remove Redundant Keys
4453RemoveSelectedActors=Remove Selected Actors
4454RemoveSpline=Remove Spline
4455RemoveSplineLink=Remove Spline Link
4456RemoveSwitchConnector=Remove Switch
4457RemoveTrivialKeys=Remove Trivial Keys
4458RemoveVar=Remove Variable
4459RemoveZeroTriangleElements=Remove elements with zero triangles
4460RemoveZeroTriangleElements_FracturedMeshNotSupported=Remove zero triangle elements for Fractured Static Meshes not supported.
4461RemovingElementsFormatString_NoTriangles=`~: No triangles
4462RemovingElementsPrompt=Removing elements:
4463RemovingElementsPrompt_Confirm=Are you sure?\n(This will require updating overriden material\nsettings in placed instances of the mesh.)
4464Rename=Rename
4465RenameAnimSequence=Rename AnimSequence
4466RenameCameraShot=Rename
4467RenameCameraShotBox=Set Camera Shot Number
4468RenameE=Rename...
4469RenameElement=Rename Element
4470RenameEmitter=Rename Emitter
4471RenameEvent=Rename Event
4472RenameFolder=Rename Folder
4473RenameFolderAndGroup=Rename Folder and Group
4474RenameGroup=Rename Group
4475RenameLayer=Rename Layer
4476RenameLoc=Rename (with language variants)
4477RenameMorph=Rename Morph Target
4478RenameNoCreateRedirect=Do not create an object redirect. (This can break references to this object!)
4479RenameSelectedSequence=Rename Selected Sequence
4480RenameSequence=Rename Sequence
4481RenameSocket=Rename Socket
4482RenameTrack=Rename Track
4483RenderBlendWeights=Render Blend Weights
4484RenderGeometry=Use render geometry
4485RenderGrayscale=Render Grayscale
4486RenderStats=Render Stats
4487RenderTier = Render Tier
4488ReorderingBoneWeights=Reordering Bone Weights
4489ReplaceExistingObjectDuringDuplication_F=`~ of the `~ objects being duplicated already exist. If you continue, `~ existing objects will be overwritten. Do you want to continue?\n\n`~ -
4490ReplaceExistingObjectDuringDuplication_Temporary_Skip_Message_F=`~ of the `~ objects being duplicated already exist. Only going to duplicate `~ objects. Do you want to continue?\n\n`~
4491ReplaceSelectedBrushActors=Replace Selected Brush Actors
4492ReplaceSelectedNonBrusActors=Replace Selected Non Brush Actors
4493ReplaceSkeletalMeshActors=Replace SkeletalMeshActors
4494ReplaceWithActorFactory=Replace With
4495ReplaceWithclass=Replace With `~
4496Report an Issue=Report an Issue
4497RescanAllLevels=Rescan all levels
4498RescanCurrentLevel=Rescan current level
4499RescanSelectedLevels=Rescan selected levels
4500Reset=Reset
4501ResetActors=Reset Actors
4502ResetAnimSet=Reset AnimSet
4503ResetBoneBreaks=Reset All Bone Break Vert Weightings
4504ResetConstraintReference=Reset Constraint Reference
4505ResetEntireAsset=Reset Entire Asset
4506ResetInLevel=Reset in level
4507ResetModule=Reset Module
4508ResetMorphTargetPreview=Clear Morph Overrides
4509RefreshFromAnim=Refresh From Anim
4510ResetPeakCounts=Reset Peak Counts
4511ResetSelectedBoneCollision=Reset Selected Bone Collision
4512ResetToDefault=Reset To Default
4513ResetToDefaults=Reset To Defaults
4514ResetUndoBufferForObjectDeletionPrompt=The only reference to this object is the undo history. -In order to delete this object, you must clear all undo history would you like to clear undo history?
4515ResizeTopAndBottomViewportsTogether=Resize Top And Bottom Viewports Together
4516ResliceFracturedMeshes=Reslice Fractured Meshes
4517ResliceFracturedMeshesE=Reslice Fractured Meshes
4518ResourceCollection=New Collection for Referenced Objects
4519ResourceCollectionName=Collection Name
4520ResourceSizeK=Resource Size (KB)
4521Resources=Resources
4522RespawnDSA=Respawn Dynamically Spawned Actor
4523SetupPrerenderDOF=Setup Camera with DOF
4524SetupPrerenderDOFWithTracks = Setup Camera with DOF and Add Tracks
4525RestartEditorPrompt_Cancel=No
4526RestartEditorPrompt_Message=This rendering change will not take effect until the editor is restarted. -Would you like to restart the editor now?
4527RestartEditorPrompt_Ok=Yes
4528RestartEditorPrompt_SwitchEditorMode_Message=To switch to this mode, the editor will need to restart. Would you like to restart now?
4529RestartEditorPrompt_SwitchEditorMode_Title=Switch Editor Mode
4530RestartEditorPrompt_Title=Switch Rendering Method
4531RestartInLevel=Restart in level
4532RestartSim=Restart Sim
4533RestoreSortingMismatchedStripsForSection=While restoring "`~" sort order for section `~, `~ of `~ strips could not be matched to the new data.
4534Restore_Viewport=Restore Viewport
4535Results=Results
4536Reverse=Reverse
4537ReverseDirection=Reverse Direction of Spline
4538Revert=Revert
4539ReviewingPaths=Reviewing paths
4540ReviewingPathsE=Reviewing paths...
4541RevisionHistoryE=Revision History...
4542Revolve=Revolve
4543RigidBody=Rigid Body
4544Roll=Roll
4545Root=Root
4546RootChunk=Support Chunk
4547RotPanScale=Rot/Pan/Scale
4548Rotate=Rotate
4549RotateAnimSequence=Rotate AnimSequence
4550RotateAnimation=Rotate Animation
4551RotateDegrees=Rotate Degrees
4552RotateSocket=Rotate Socket
4553Rotation=Rotation
4554RotationAmount=Rotation Amount (Degrees):
4555RotationGrid=Rotation Grid
4556RotationYawLabel=Rotation Yaw:
4557RotationPitchLabel=Pitch:
4558RotationRollLabel=Roll:
4559RotationMode=Rotation Mode [E]
4560RunUnitTests=Run Unit Tests...
4561RunningUnitTest=Running Unit Test `~ of `~: `~...
4562RunningUnitTests=Running Unit Tests...
4563SCC_Checkin_Aborted=Check in aborted as a result of save failure.
4564SHOWFLAGS=SHOW FLAGS
4565SLO=Slovakian (SLO)
4566SMLIResolution=Resolution
4567SMMergeFracMeshAlreadyHasCore=This FracturedStaticMesh already has a Core mesh.
4568SMMergeFracMeshCoreNoCollision=Core mesh for FracturedStaticMesh needs collision model.
4569SMMergeInvalidLightmapUVs=The selected core mesh does not appear to have valid lightmap UVs (LightmapCoordinateIndex is 0 or only 1 set of texcoords), texture lightmaps will be wrong. -Use this core mesh anyway? (`~)
4570SMMergeNoMeshSelected=Couldn't merge, no valid static mesh is selected in the Content Browser.
4571SMMergeSelectedMeshSourceDataIsStripped=The selected static mesh can't be used as a fracture core because its source geometry has been stripped out.
4572SNAP_AngleSnapType=Angle Snap Type
4573SNAP_AngleSnapType_Angle=Angle (Degrees)
4574SNAP_AngleSnapType_Per360=Number of Snaps per 360 Degrees
4575SNAP_AngleSnapType_Per90=Number of Snaps per 90 Degrees
4576SNAP_Angle_1024=5.63 degrees
4577SNAP_Angle_16384=90 degrees
4578SNAP_Angle_2048=11.25 degrees
4579SNAP_Angle_4096=22.5 degrees
4580SNAP_Angle_512=2.81 degrees
4581SNAP_Angle_8192=45 degrees
4582SNAP_Per360_1024=64 snaps per 360 degrees
4583SNAP_Per360_16384=4 snaps per 360 degrees
4584SNAP_Per360_2048=32 snaps per 360 degrees
4585SNAP_Per360_4096=16 snaps per 360 degrees
4586SNAP_Per360_512=128 snaps per 360 degrees
4587SNAP_Per360_8192=8 snaps per 360 degrees
4588SNAP_Per90_1024=16 snaps per 90 degrees
4589SNAP_Per90_16384=1 snap per 90 degrees
4590SNAP_Per90_2048=8 snaps per 90 degrees
4591SNAP_Per90_4096=4 snaps per 90 degrees
4592SNAP_Per90_512=32 snaps per 90 degrees
4593SNAP_Per90_8192=2 snaps per 90 degrees
4594SSAOSF=Screen Space Ambient Occlusion
4595Save&AsE=Save &As...
4596Save=Save
4597SaveAll=Save All
4598SaveAllLevels=Save All Levels
4599SaveAllWritable=Save All Writable
4600SaveAs=Save As
4601SaveAsE=Save As...
4602SaveAssetQ=Save Asset?
4603SaveBrushAsCollision=Save Brush As Collision
4604SaveCamPosition=Save Cam Position
4605SaveCameraPosition=Save Camera Position
4606SaveCapturedAudioTo=Save Captured Audio To...
4607SaveConfig=Save Config
4608SaveCurrentLevel=Save Current Level
4609SaveDirtyPackagesNotFullyLoadedQ=The package '`~' has been changed and needs to be saved, but is not fully loaded. -Do you want to fully load it?\n\nYes: Fully load the package and save it.\nNo: Skip saving this package only.\nCancel: Stop saving all packages and return to the editor.
4610SaveE=Save...
4611SaveEWithHotkey=Save...\tCtrl+S
4612SaveKeyConfig=Save Key Configuration
4613SaveLevelAs_PromptToRenameStreamingLevels_F=Would you like to update references to streaming levels and rename those as well?\n\nIf you select Yes, references to streaming levels in `~ will be renamed to `~ (including Kismet level name references.) -You should also do this for each of your streaming level maps.\n\nIf you select No, the level will be saved with the specified name and no other changes will be made.
4614SaveObjPrompt_BodyText=Select Objects to Save.
4615SaveObjPrompt_CancelButton=Cancel
4616SaveObjPrompt_CancelButtonTooltip=Do not save any objects and cancel the current operation
4617SaveObjPrompt_DontSaveButton=Don't Save
4618SaveObjPrompt_DontSaveButtonTooltip=Do not save any objects
4619SaveObjPrompt_SaveButton=Save Selected
4620SaveObjPrompt_SaveButtonTooltip=Attempt to save the selected objects
4621SaveObjPrompt_SkipAllButton=Skip
4622SaveObjPrompt_SkipAllButtonTooltip=Do not save any objects, but continue with the current operation
4623SaveObjPrompt_Title=Save Objects
4624SaveObject=Save Object
4625SaveObjectAs=Save Object As...
4626SavePackage=Save Package
4627SavePathBuildingPositions=Save As Path Building Positions
4628SavePresetCurve=Save Preset Curve
4629SavePresetEmitter=Create A Preset Emitter
4630SaveRemainingDlg_CancelTooltip=Cancel Request
4631SaveRemainingDlg_CheckOutButton=Save Selected
4632SaveRemainingDlg_CheckOutTooltip=Attempt to Save Checked Objects
4633SaveRemainingDlg_Message=Would you still like to save the following objects?
4634SaveRemainingDlg_Message=Would you still like to save the following objects?
4635SaveRemainingDlg_ReadOnly=File is read only
4636SaveRemainingDlg_Title=Save Remaining Objects?
4637SaveRemainingDlg_Title=Save Remaining Objects?
4638SaveSelectedLevel=Save Selected Level\tCtrl+S
4639SaveSelectedLevels=Save
4640SaveThumbnailAngle=Save Thumbnail Angle
4641Save_F=Save: `~
4642Saving=Saving
4643SavingMapStatus_CachingPhysStaticMeshes=(Building collision data)
4644SavingMapStatus_CollectingGarbage=(Collecting garbage)
4645SavingMap_F=Saving map: `~...
4646SavingObject=Saving object
4647SavingObjectE=Saving object...
4648SavingObjectf=Saving object `~
4649SavingPackage=Saving package
4650SavingPackageE=Saving package...
4651SavingPackage_CompressingCubemapMips=Compressing mips for Cubemap: -`~
4652SavingPackage_CompressingSourceArt=Compressing source art for texture: -`~
4653SavingPackage_CompressingTexture=Compressing texture: -`~
4654SavingPackage_GeneratingCubemapMips=Generating mips for Cubemap: -`~
4655SavingPackage_GeneratingThumbnails=Generating thumbnails...
4656SavingPackagef=Saving package `~
4657Scale=Scale
4658ScaleAmount=Scale Amount
4659ScaleEmitter=Scale Emitter
4660ScaleEmitterDistance=Scale Emitter Distance
4661ScaleEmitterTime=Scale Emitter Time
4662ScaleGrid=Scale Grid
4663ScaleNonUniform=Scale Non Uniform
4664ScaleSystemDistance=Scale System Distance
4665ScaleSystemTime=Scale System Time
4666ScaleTime=Scale Time
4667ScaleTimes=Scale Times
4668ScaleTimesPrompt=Scale times by:
4669ScaleTimes_ToolTip=Scale time values by a given scalar
4670ScaleValues=Scale Values
4671ScaleValuesPrompt=Scale values by:
4672ScaleValues_ToolTip=Scale values by a given scalar
4673Scaling=Scaling
4674ScalingMode=Scaling Mode [R]
4675SceneCapture=Scene Capture
4676SceneCaptureUpdatesSF=Update Scene Captures
4677SceneInfo=Scene Info
4678SceneManager_FilterQ=Filter
4679SceneManager_FilterT=Filter Type
4680SceneManager_Focus=Focus on Selected Actor
4681SceneManager_ToolTip=Show the scene manager browser
4682Script=Script
4683Search=Search
4684SearchE=Search...
4685SearchFor=Search For
4686SearchForActors=Search For Actors
4687SearchForObjectType=Find All Uses of Type: `~
4688SearchQ=Search:
4689SearchRemoteEvents=Search For Matching Events
4690SearchScope=Search Scope
4691SearchTool=Search Tool
4692SearchType=Search Type
4693Search_FindNext=Find Next
4694Search_FindPrev=Find Previous
4695Seconds=Seconds
4696Select=Select
4697SelectActors=Select Actors
4698SelectActorsByGroup=Select Actors By Group
4699SelectActorsByLayer=Select Actors By Layer
4700SelectAll=Select All
4701SelectAllActors=Select All Actors
4702SelectAllActorsInCurrentLevel=Select All Actors in Current Level
4703SelectAllAfterTimeCursor=Select All After Time Cursor
4704SelectAllBeforeTimeCursor=Select All Before Time Cursor
4705SelectAllF=Select all %s
4706SelectAllLevels=Select All
4707SelectAllLights=Select All Lights
4708SelectAllLightsWithSameClassification=Select Lights Matching Classification
4709SelectAllMatching=Select All Matching
4710SelectAllMenu=Select All
4711SelectAllRendered=Select Currently Rendered Actors
4712SelectAllSurface=Select All Surface
4713SelectAllVisibleLevels=Select All Visible Levels
4714SelectAllWithMatchingMaterial=Select All With Matching Material
4715SelectAssigned_F=Select `~ in Level
4716SelectAssociatedStreamingVolumes=Select Associated Streaming Volumes
4717SelectBaseBuilding=Select Base Building
4718SelectBottom=Select Bottom
4719SelectBuilderBrush=Select Builder Brush
4720SelectByProperty=Select By Property
4721SelectByPropertyF=Select by Property (`~ with `~: `~)
4722SelectChildSocket=Child AttachPoint
4723SelectDeleted=Select Deleted
4724SelectDownstream=Select Downstream Nodes
4725SelectEventsActors=Select Event(s) Actor(s)
4726SelectExporter=Select Exporter
4727SelectGroup=Select Group
4728SelectGroupToLookupDataFrom=Lookup Group:
4729SelectHKXRigidBody=Select a rigid body
4730SelectImportFactory=Select Import Factory
4731SelectInside=Select Inside
4732SelectInvert=Select Invert
4733SelectKeysSection=Select Keys In Section
4734SelectKismetReferencedActors=Select Kismet Referenced Actors
4735SelectKismetReferencedActorsAll=Select Actors Referenced by UnrealKismet (All Levels)
4736SelectKismetUnreferencedActors=Select Kismet Unreferenced Actors
4737SelectKismetUnreferencedActorsAll=Select Actors Not Referenced by UnrealKismet (All Levels)
4738SelectLayer=Select Layer
4739SelectLevels=Select Levels
4740SelectLevelsOnly=Select Only These Levels
4741SelectMatchingEmitter=Select Matching Emitters
4742SelectMatchingProcBuildingsByRuleset=Select Proc Buildings With This Ruleset
4743SelectMatchingSkeletalMesh=Select Matching Skeletal Mesh
4744SelectMatchingSkeletalMeshesAllClasses=Select Matching Skeletal Meshes (All Classes)
4745SelectMatchingSkeletalMeshesThisClass=Select Matching Skeletal Meshes (This Class)
4746SelectMatchingSpeedTrees=Select Matching Speed Trees
4747SelectMatchingStaticMesh=Select Matching Static Mesh
4748SelectMatchingStaticMeshesAllClasses=Select Matching Static Meshes (All Classes)
4749SelectMatchingStaticMeshesThisClass=Select Matching Static Meshes (This Class)
4750SelectMatchingZone=Select All Actors in Matching Zone
4751SelectNavPointsFromRoute=Route: Select NavPoints
4752SelectNone=Select None
4753SelectOfClass=Select Of Class
4754SelectOfClassAndArchetype=Select of Class and Archetype
4755SelectParentMesh=Parent Mesh
4756SelectParentSocket=Parent AttachPoint
4757SelectParticleSystem=Select ParticleSystem
4758SelectPostProcessVolume=Select Current Post process Volume
4759SelectReferenceAnimSequence=Select animation to use as reference pose. First frame will be used.
4760SelectReferencersInLevel=Select referencers in level
4761SelectRelevantDominantLights=Select Dominant Lights relevant to Actor
4762SelectRelevantLights=Select Lights relevant to Actor
4763SelectShowRenderStats=Show Render Stats
4764SelectSkeletalMesh=Meshes:
4765SelectStageMarkGroup=Select Stage Mark Group
4766SelectStageMarkGroupToBasedOn=Select Stage Mark Group \r\nthis group is based on
4767SelectStreamingMethod=Select Streaming Method
4768SelectStripToMoveBehind=Move the mouse over the strip behind which you wish to move the selected (white) strip.
4769SelectStripToMoveInFrontOf=Move the mouse over the strip in front of which you wish to move the selected (white) strip.
4770SelectSubclassOfClass=Select Subclass Of Class
4771SelectSurfaces=Select Surfaces
4772SelectTop=Select Top
4773SelectUpstream=Select Upstream Nodes
4774SelectedAIPaths=Selected AI Paths
4775SelectedLevelsOnlyE=Selected Levels Only...
4776SelectedModule=Selected Module
4777SelectedOnlyE=Selected Only...
4778SelectedSeqHasNoNotifies=Nothing to do; the selected sequence contains no notifies.
4779SelectedSequence=Selected Sequence
4780Selecting=Selecting...
4781SelectingActors=Selecting Actors
4782SelectingBrushes=Selecting Brushes
4783SelectionMode=Selection Mode
4784SelectionSF=Selection
4785SelfContainedLighting=Self Contained Lighting
4786SemiSolid=Semi Solid
4787SemiSolids=Semi Solids
4788Send=Send
4789SendToDismemberment=Send Pose To Dismemberment Editor
4790SendToGroupTab=Add To Group Tab
4791Sentinel=Sentinel
4792SentinelConnectingToDatabase=Sentinel Connecting To Stats Database
4793SentinelDatabaseConnectionProblem=Problem Connecting To Stats Database.
4794SentinelStatsSF=Sentinel Stats
4795Separate=Separate
4796SeparatePolys=Separate polys
4797SeparateRawDataToTracks=Separate Raw Data To Tracks
4798SeqKeyName=AnimSequence:
4799SequenceName=Sequence Name
4800Sequences=Sequences
4801SetAVIRenderSpec=Set AVI Render Spec
4802SetActors=Set Actors
4803SetAnimLooping=Set Looping
4804SetAnimNoLooping=Set Non Looping
4805SetAssetDisableParams=Set Asset Disable Params
4806SetAssetPhysicalMaterial=Set Asset Physical Material
4807SetAttachRelativeOffsetLabel = Set Attach Offsets
4808SetBonesColor=Set Bone Selection Color
4809SetBrushProperties=Set Brush Properties
4810SetChildBonesColor=Set Child Bone Selection Color
4811SetCollision=Set Collision Type
4812SetColor=Set Color
4813SetDetailMode=Set Detail Mode
4814SetEndOffset=Set End Offset
4815SetFileListeners=Set Auto Reimport Asset Paths
4816SetFileListenersPrompt=Do you want to save this path relative to the executable?\nRelative: `~\nAbsolute: `~\n(Yes to save as Relative, No to save as Absolute)
4817SetFileListenersText=The editor supports listening for changes to source assets and automatically reimporting when a change has been detected.\nTo specify which: add or remove directories to the list above and select either the absolute or relative path.\nWhen this dialog is closed the active listeners will be saved and updated.
4818SetFolder=Set Folder...
4819SetInputDelay=Set Input Delay
4820SetLODAuto=Set LOD Auto
4821SetMotionRadius=Set Motion Radius
4822SetNewCameraShotNumber=Shot Number:
4823SetOutputDelay=Set Output Delay
4824SetOverrideName=Set Override Name
4825SetParentNodeName=Set Parent Node Name
4826SetPhysicalAssetMaterial=Set Physical Asset Material
4827SetPlayRate=Set Play Rate
4828SetProjectDirectory=Set Project Directory
4829SetShotLabel=Set Shot Label
4830SetSoundPitch=Set Sound Pitch
4831SetSoundVolume=Set Sound Volume
4832SetSpeed=Set sim speed
4833SetSplineLinkInVal=Set New Inval For Link Point
4834SetStartOffset=Set Start Offset
4835SetStreamingVolumes=Set Streaming Volumes
4836SetSystemMovementRadius=Set Movement Radius
4837SetTime=Set Time
4838SetToFalse=Set To False
4839SetToRatio=Set To Ratio...
4840SetToTextureMapping=Set To Texture
4841SetToTextureMappingEx=Set To Texture Ex...
4842SetToTrue=Set To True
4843SetToVertexMapping=Set To Vertex
4844SetTransitionTime=Set Transition Time
4845ToggleClothReset=Trigger Cloth Reset
4846SetValue=Set Value
4847ShaderComplexity=Shader Complexity
4848Shadow="Shadow"
4849ShadowFrustumsSF=Shadow Frustums
4850Shape=Shape
4851ShareWithHigher=Share next higher LOD
4852Sheet=Sheet
4853ShiftAnimSequence=Shift Anim Sequence
4854ShiftLevelInLevelBrowser=Shift level in Level Browser
4855ShiftNotifies=Shift Notifies
4856ShowAdditiveBase=Show Additive Base
4857ShowAll=Show All
4858ShowAllActors=Show All Actors
4859ShowAllAtStartup=Show All at Editor Startup
4860ShowAllConnectors=Show All Connectors
4861ShowAllLevels = Show All Levels
4862ShowAllLevels=Show All
4863ShowAllMeshVerts=Show All Mesh Vertices
4864ShowAllPackagesQ=Show All Packages?
4865ShowAllResourceTypes=Show All Resource Types
4866ShowAltBoneWeightingEdit=Alt. Bone Weighting Edit Mode
4867ShowAnimSkel=Show Animation Skeleton
4868ShowBinormals="Binormals"
4869ShowBoneNames=Show Bone Names
4870ShowBones=Show Bone Selection
4871ShowActorBoneTransforms=Show Actor Bone Transforms
4872ShowBounds=Show Bounds
4873ShowBrushes=Show Brushes?
4874ShowCategoriesQ=Show Categories
4875ShowCenterOfMass=Show Center Of Mass
4876ShowChildBones=Show Child Bone Selection
4877ShowClothMovementScale=Show Cloth Movement Scale
4878ShowCollision=Show Collision
4879ShowColorPicker=Open Color Picker
4880ShowContentBrowser=Show Content Browser
4881ShowContentBrowser_Or_OpenInEditor=Find Object in Content Browser
4882ShowCore=Show Core
4883ShowCuts=Show Cuts
4884ShowCutsSolid=Show Cuts Solid
4885ShowDefaultReferences="Include Assets Referenced By Defaults"
4886ShowDetails=Show Details
4887ShowFixed=Show Fixed Bodies
4888ShowFlagsWindow_Advanced=Advanced
4889ShowFlagsWindow_CollisionModes=Collision Modes
4890ShowFlagsWindow_Normal=Normal
4891ShowFlagsWindow_PostProcessing=Post Processing
4892ShowFloor=Show Floor
4893ShowGrid=Show Grid
4894ShowHideActors=Show/Hide Actors
4895ShowHideButtonGroupLabel=Select
4896ShowHideMesh=Show/Hide
4897ShowHideUnusedConnectors=Show/Hide Unused Connectors
4898ShowInside=Show Inside
4899ShowMemStats=Show Resource Memory Usage
4900ShowMenu_AdvancedFlags=Advanced
4901ShowMenu_NormalFlags=Normal Flags
4902ShowMenu_PostProcessFlags=Post processing
4903ShowMenu_ShowFlags=SHOW FLAGS
4904ShowMirror=Mirror entire scene
4905ShowModifiedProperties=Show Only Modified Properties
4906ShowMorphKeys=Show Morph Keys
4907ShowNodeWeight=Show Node Weights
4908ShowNormal=Show Normal
4909ShowNormals="Normals"
4910ShowNormalsQ=Show Normals?
4911ShowOnlySelectedLevels=Show Only Selected
4912ShowOnlyUnselectedLevels=Show Only Unselected
4913ShowOpenEdges="Open Edges"
4914ShowPivot="Pivot"
4915ShowRealtimeBoneData=Realtime Bone Data in Bone List
4916ShowRefAndLocatorBones=Show Ref and Locator Bones
4917ShowReferencePose=Show Reference Pose
4918ShowReferences=Show References
4919ShowScriptReferences="Include Assets Referenced By Script"
4920ShowSection=Show Material Section
4921ShowSelectedActors=Show Selected Actors Only
4922ShowSelectedAtStartup=Show Selected at Editor Startup
4923ShowSelectedBoneInfluences=Show Selected Bone Influences
4924ShowSelectedLevels=Show
4925ShowSelectedLevelsInContentBrowser=Find in Content Browser...
4926ShowSelectedLevelsInSceneManager=Find in Scene Manager...
4927ShowSelectedLevelsInSceneManagerWithHotkey=Find in Scene Manager...\tS
4928ShowSelectedOnly=Show Selected Only
4929ShowSimOptions=Show Sim Options
4930ShowSkeleton=Show Skeleton
4931ShowSockets=Show Sockets
4932ShowSoftBodyTetra=Show Soft Body Tetra
4933ShowSphereProxy=Show Sphere Proxy
4934ShowStreamingBounds=Show Streaming Bounds
4935ShowTangent=Show Tangent
4936ShowTangents="Tangents"
4937ShowUncompressedAnimation=Show Uncompressed Animation
4938ShowUnlit=Show Unlit
4939ShowVisibleCuts=Show Visible Cuts
4940ShowWidget=Show Widget
4941ShowWireframe=Show Wireframe
4942ShrinkSelection=Shrink Selection
4943Side=Side
4944Sim=SIM
4945Simple=Simple
4946Simplygon_DLLVersionMismatch_F=The Simplygon DLL at '`~' does not match the version compiled into the engine.
4947Simplygon_InitDLLFailed=Failed to initialize the Simplygon DLL.
4948Simplygon_InvalidLicense=Unable to initialize Simplygon: the license has expired.
4949Simplygon_LoadDLL=Loading Simplygon DLL...
4950Simplygon_LoadDLLFailed=Failed to find the Simplygon DLL.
4951Simplygon_NoLicenseFile_F=Simplygon license not found at `~
4952Simplygon_UnknownError=Unable to initialize Simplygon: error code `~
4953SinglePerspective=Perspective Only
4954Size=Size
4955SkelMesh=Mesh
4956SkelMeshImporter_MaxBonesExceededError=`~ mesh has exceeded the maximum allowed bone count of `~.
4957SkeletalMesh2=Skeletal Mesh 2
4958SkeletalMesh=Skeletal Mesh
4959SkeletalMeshesSF=Skeletal Meshes
4960Skeleton=Skeleton
4961SkeletonTreeCaption_F=Skeleton Tree: `~
4962Slice=Slice
4963SliceColorMode=Slice Color Mode
4964SlotName=Slot Name
4965SmoothStaticMeshes=Smooth static meshes
4966Snap=Snap [A]
4967SnapActorsToFloor=Snap Actors To Floor
4968SnapAllConstraintsToBone=Snap All Constraints To Bone
4969SnapConstraintToBone=Snap Constraint To Bone
4970SnapPivotToFloor=Snap Pivot to Floor
4971SnapScaling=Snap Scaling
4972SnapToFloor=Snap To Floor
4973SnapToGrid=Snap To Grid
4974SnapViewToActor=Snap View to Actor
4975SnapViewToCamera=Snap View to Camera
4976SocketAlreadyExists=Socket '%s' already exists in mesh!
4977SocketBoneNotFound=Bone '`~' for Socket '`~' not found.
4978SocketManager=Socket Manager
4979SocketName=Socket Name
4980SocketNameAlreadyExists= -Socket name already exists! -
4981SocketNameContainsSpaces= -Cannot create a socket that contains spaces! -
4982SocketNameIsEmpty= -Cannot create a socket with no name! -
4983SocketSetName=Socket Set Name
4984SocketSetNotFound=Socket set %s not found!
4985SocketSnapping_DialogCaption=Socket Snapping
4986SocketSnapping_SnapTransactionName=Snap Actor to Socket
4987SocketSnapping_SocketsBox=Sockets
4988Sockets=Sockets
4989SoftBodyGenerate=Generate Soft Body Tetrahedron Mesh
4990SoftBodyToggleSim=Toggle Soft Body Preview Simulation
4991SoftSelection=Soft Selection
4992Solid=Solid
4993SolidMesh=Solid mesh (continuous mesh, no gaps or holes)
4994Solidity=Solidity
4995SomeNotifiesWereNotCopiedF=Because the destination sequence was shorter, `~ notifies were not copied.
4996SomeNotifiesWillNotBeCopiedQ=Some notifies will not be copied because the destination sequence is not long enough. -Proceed?
4997SortNotifies=Sort Notifies
4998SoundAttenuationNodes=Sound Attenuation Nodes
4999SoundCaption_F=Sound `~
5000SoundClassEditorCaption=Unreal Sound Class Editor
5001SoundClasses=Sound Classes
5002SoundCueEditor=Sound Cue Editor
5003SoundCueEditorAddInput=Sound Cue Editor: Add Input
5004SoundCueEditorBreakLink=Sound Cue Editor: Break Link
5005SoundCueEditorCaption_F=Unreal SoundCue Editor: `~
5006SoundCueEditorDeleteSelectedNode=Sound Cue Editor: Delete Selected Node
5007SoundCueEditorMakeConnectionToConnector=Sound Cue Editor: Make Connection to Connector
5008SoundCueEditorNewRandom=Sound Cue Editor: New Random
5009SoundCueEditorNewSoundNode=Sound Cue Editor: New Sound Node
5010SoundCueEditorNewWave=Sound Cue Editor: New Wave
5011SoundCueEditorPaste=Sound Cue Editor: Paste
5012SoundCueMultiplePropertiesCaption=Sound Cue Properties (`~ Selected)
5013SoundCueNodeCaption=Sound Attenuation Node
5014SoundCueNodeMultipleCaption=Sound Attenuation Nodes (`~ Selected)
5015SoundCuePropertiesCaption=Sound Cue Properties `~
5016SoundGroups=Sound Groups
5017SoundNodeRandom_F=Random: `~
5018SoundNodeWavePreview=Sound Quality Previewer
5019SoundNodeWave_F=SoundNodeWave: `~
5020SoundPackage=Sound Package
5021SoundSizeCheck=Sound Size
5022Sounds=Sounds
5023Source=Source
5024SourceCaption_F=Source: `~
5025SourceControl=Source Control
5026SourceControlConnectionProblemsTooltip=Potential Connection Issues with Source Control
5027SourceControlDisabledTooltip=Not Connected to Source Control (Click to attempt connection!)
5028SourceControlEnabledTooltip=Connected to Source Control
5029SourceControlHistoryTitle=File History
5030SourceControlRevertTitle=Revert Files
5031SourceControlSubmitTitle=Submit Files
5032SourceControlSubmit_DescriptionValidityWarning=Changelist description is required to submit
5033SourceControl_Add=Adding file(s) to Source Control...
5034SourceControl_CheckIn=Checking file(s) into Source Control...
5035SourceControl_CheckOut=Checking file(s) out of Source Control...
5036SourceControl_Delete=Deleting file(s) from Source Control...
5037SourceControl_GetFileHistory=Fetching file history from Source Control...
5038SourceControl_GetModifiedFiles=Determining files modified from Source Control versions...
5039SourceControl_GetUnmodifiedFiles=Determing files unmodified from Source Control versions...
5040SourceControl_Move=Moving file(s) in Source Control...
5041SourceControl_Revert=Reverting file(s) in Source Control...
5042SourceControl_RevertUnchanged=Reverting unchanged file(s) in Source Control...
5043SourceControl_ServerUnresponsive=Source Control is unresponsive. Please check your connection and try again.
5044SourceControl_UpdateStatus=Updating Source Control file status...
5045SourceControl_GetFileAvailability=Determining if file is available for sync/integration...
5046Specular=Specular
5047SpecularPower=Sp.Power
5048SpeedTreeEditor=SpeedTree Editor
5049SpeedTreesSF=SpeedTrees
5050SphereRadius=Sphere Radius:
5051SphereSimplifiedCollision=Sphere Simplified Collision
5052SphylSphere=Sphyl/Sphere
5053SplashScreen_ArtToolVersionTextx64=%s Art Tool %s (x64)
5054SplashScreen_ArtToolVersionTextx86=%s Art Tool %s
5055SplashScreen_ConnectingToSourceControl=Connecting to source control server...
5056SplashScreen_DefaultLoading=Loading...
5057SplashScreen_DefaultText=Loading
5058SplashScreen_InitialStartupProgress=Loading...
5059SplashScreen_StartingUpGameAssetDatabase=Starting up the game asset database...
5060SplashScreen_TextAppendedSeconds=%s ( %.1f sec )
5061SplashScreen_TotalProgressText=Total time elapsed
5062SplashScreen_VersionInfo1_F=`~ (Version `~, Changelist `~)
5063SplashScreen_WaitingForLogin=Waiting for Perforce login confirmation...
5064SplineBreak=Break
5065SplineBreakAllLinks=Break All Links
5066SplineColor=Spline Color
5067SplineConnect=Connect/Flip
5068SplineEdCaption=SplineEditor
5069SplineEdCaption_F=SplineEditor: %s
5070SplineEditorOpen=Open in Spline Editor
5071SplineManipulation=SplineManipulation
5072SplinePopupMenu=Spline
5073SplineReverseAllDirections=Reverse All Directions
5074SplineSelectAllNode=Select All On Spline
5075SplineSetStraightTangents=Set Straight Tangents
5076SplineTestRoute=Test Route
5077SplineTestRouteFailed=Test Route Failed
5078Splines=Splines
5079SplinesSF=Splines
5080Split=Split
5081SplitEdges=Split Edges
5082SpriteCategoryVisibility=Show Sprites
5083SpritesSF=Sprites
5084SrcMeshNoMirrorTable=Selected SkeletalMesh does not have a mirroring table.
5085Standing=Standing
5086StartPage_Caption_ToolTip=Show the documentation
5087StartSplineLink=Start New Spline Link
5088StartingWith=Starting With
5089StartupTipDialog_NextTip=Next Tip
5090StartupTipDialog_ShowTipsAtStartup=Show tips at startup
5091StartupTipDialog_StartupTip=Startup Tip
5092StartupTipDialog_Title=Startup Tip
5093Startup_ES2NotSupportedInEditorMode=Ignoring -ES2 commandline parameter.\n\nThis option isn't supported in Editor mode
5094StatDrawSize=Draw Size
5095StatFilter=Stat Filter
5096StatGroup=Stat Group
5097StatName=Stat Name
5098StaticMesh=Static Mesh
5099StaticMeshEditor=Static Mesh Editor
5100StaticMeshEditorCaption_F=Unreal Static Mesh Editor: `~
5101StaticMeshEditor_AddNewLOD= (Add New)
5102StaticMeshEditor_Error_FractureMeshMissingSourceMeshData=Fractured Mesh `~ is missing source mesh data. -Please fracture from the original source art.
5103StaticMeshEditor_ExportLightmapMesh=Export Light Map Mesh (.OBJ)...
5104StaticMeshEditor_ExportLightmapMeshFBX=Export Light Map Mesh (.FBX)...
5105StaticMeshEditor_ExportToPromptTitle=Export to...
5106StaticMeshEditor_ImportLightmapMesh=Import Light Map Mesh (.ASE)...
5107StaticMeshEditor_ImportLightmapMeshFBX=Import Light Map Mesh (.FBX)...
5108StaticMeshEditor_ImportToPromptTitle=Import from...
5109StaticMeshEditor_InvalidLightMapCoordinateIndex=Lightmap Coordinate is out of bounds for '`~' with a value of `~
5110StaticMeshEditor_InvalidLightMapCoordinateIndexOnExport=Lightmap Coordinate is out of bounds for '`~' with a value of `~. -On import, a new set of textures coordinates will be added.
5111StaticMeshEditor_LightmapExportFailure=Some static meshes failed to export or provided warnings. -Please check the Log Window for details.
5112StaticMeshEditor_LightmapExportFewerTriangles=Fewer polygons have been exported than the raw triangle count. -This Lightmapped UV mesh may contain fewer triangles than the destination mesh on import.
5113StaticMeshEditor_LightmapImportFailure=Some static meshes failed to import or provided warnings. -Please check the Log Window for details.
5114StaticMeshEditor_LightmapImportFewerTriangles=The source mesh contains fewer triangles than that of the destination mesh '`~', but all source triangles have been successfully mapped to the destination mesh, do you still wish to import?
5115StaticMeshEditor_LightmapImportFileReadFailure=File failed to import '`~' LOD index `~
5116StaticMeshEditor_LightmapImportNewLightmapCoordinate=New Lightmap Coordinate added for '`~' with an index of `~
5117StaticMeshEditor_LightmapImportRemappedTriangleIndices=Raw triangles of the source mesh did not match those of the destination mesh '`~', but a mapping between the two sets has been found
5118StaticMeshEditor_LightmapImportTriangleMismatch=Triangle count does not match for '`~' LOD Index `~\nRemember to enable export of Texture Coordinates!
5119StaticMeshEditor_LightmapImportUsingDefualtLightmapCoordinate=Importing lightmap coordinates from index 0 of the source mesh
5120StaticMeshEditor_LightmapImportVertexMismatch=Vertex count does not match for '`~' LOD Index `~\nRemember to enable export of Texture Coordinates!
5121StaticMeshEditor_MultipleFilesSelectedForLOD=You may only select one file for the LOD
5122StaticMeshEditor_NoFileSelectedForLOD=No file was selected for the LOD
5123StaticMeshEditor_NoSourceDataForExport=Source data missing from model '`~'.
5124StaticMeshEditor_ReplaceLOD= (Replace)
5125StaticMeshEditor_ResourceSize_F=Resource Size: `.2~ [KB]
5126StaticMeshEditor_UnableToLoadFile=Unable to load static mesh from file
5127StaticMeshEditor_UnableToSaveFile=Unable to save static mesh to file
5128StaticMeshEditor_kDOPTreeSize_F=kDOP Tree Size: `.2~ [KB] `~
5129StaticMeshEditor_kDOP_NotStripped=not stripped
5130StaticMeshEditor_kDOP_Stripped=stripped
5131StaticMeshImport_TooManyVertices_FBX=The model has too many verticies; the maximum is 65535. -Consider splitting up the source mesh into smaller chunks.
5132StaticMeshLightingInfo=StaticMesh Lighting Info
5133StaticMeshLightingInfoGoto=DlgStaticMeshLightingInfo:GotoActors
5134StaticMeshLightingInfoRatio=DlgStaticMeshLightingInfo:Ratio
5135StaticMeshLightingInfoSet=DlgStaticMeshLightingInfo:Set
5136StaticMeshLightingInfoSwap=DlgStaticMeshLightingInfo:Swap
5137StaticMeshMode=Static Mesh Mode | Shift+7
5138StaticMeshesSF=Static Meshes\tW
5139Status=Status
5140StatusBarCameraSpeed_F=Camera Speed: `.1~
5141StatusBarMouseWorldspacePosition=Mouse: (`~, `~, `~)
5142StatusBarNoChange=( No Change )
5143StatusBarWidgetPosition=Position: (`.2~, `.2~, `.2~)
5144StatusBarWidgetRotation=Rotation: (`.2~`~, `.2~`~, `.2~`~)
5145StatusBarWidgetScale=Scale: (`.2~`~, `.2~`~, `.2~`~)
5146StatusBar_PackageCheckoutNeeded=Dirty packages not checked out to you
5147StatusBar_PackageCheckoutNotNeeded=No packages need checkout
5148StatusBar_SaveErrorMessage=Unsuccessful. -Check dialog for errors.
5149StatusBar_SaveOKMessage=Success. -0 errors warnings.
5150StepRealtimeDebugging=Step Through (Alt+F9)
5151StitchCover=Stitch Cover Links
5152Stop=Stop
5153StopBuild=Stop Build
5154StopMusicTrack=Stop Music Track
5155StopSound=Stop Sound
5156StoppingMapBuild=Stopping Map Build...
5157StraightenTangents=Straighten Tangents
5158StreamingBoundsSF=Streaming Bounds
5159StreamingMethod:=Streaming Method:
5160StrengthPct=Strength (%)
5161StretchSection=Stretch Section
5162StretchSelectedKeyframes=Stretch Selected Keyframes
5163Strikethrough="Strikethrough"
5164SubSkeletons=Sub Skeletons
5165SubsurfaceScatteringSF=Subsurface Scattering
5166Subtract=Subtract
5167SubtractAdditiveToSequence=Subtract Additive Animation to selected sequence(s)
5168SubtractingBrushFromWorld=Subtracting brush from world
5169Subtractive=Subtractive
5170SubtractiveGeom=Subtractive
5171Subtracts=Subtracts
5172SuperGroup = Super Group
5173SupportChunks=Support Chunks
5174SuppressableWarningDlg_DisableThisWarning=Disable this warning
5175SureChangeAssetSkelMesh=Are you sure you want to change the PhysicsAsset '`~' to use the SkeletalMesh '`~'?
5176SureCopyMirrorTable=This will replace any existing mirror table on the current SkeletalMesh.\nAre you sure?
5177SurfPropMsg=Hold SHIFT while clicking the above buttons to affect surfaces in the opposite direction.
5178SurfaceProperties=Surface Properties
5179SurfacePropertiesF=Surface Properties (%i Selected)
5180SurfaceProperties_EmptyTitle=No Surface Selected
5181SurfaceProperties_MultipleMaterials =Multiple Materials
5182SurfaceProperties_NoMaterial=No Material
5183SurfaceProperties_Title=`~ Surface(s) Selected : `~
5184Swap=Swap
5185SwapEx=Swap Ex...
5186SwapLODSections=Swap LOD Sections
5187SwatTurn=Swat Turn
5188Sync=Sync Browser
5189SyncContentBrowser=Sync to Content Browser
5190SyncNodeInBrowser=Sync to Browser
5191SystemMovementRadius=Movement Radius
5192SystemMovementSpeed=Movement Speed
5193TabNameInUse=Name '`~' already in use!
5194Tag=Tag
5195TargetGroup=Target Group
5196TargetPoint=Target Points
5197TaskBrowserCompleteTask_CancelButton=Cancel
5198TaskBrowserCompleteTask_ChangelistNumberLabel=Changelist
5199TaskBrowserCompleteTask_CommentsLabel=Comments
5200TaskBrowserCompleteTask_DialogCaption=Mark Task Complete
5201TaskBrowserCompleteTask_HoursToCompleteLabel=Time to complete (hours)
5202TaskBrowserCompleteTask_OKButton=OK
5203TaskBrowserCompleteTask_ResolutionTypeLabel=Resolution
5204TaskBrowserConfig_AutoConnectAtStartupLabel=Auto connect at startup
5205TaskBrowserConfig_CancelButton=Cancel
5206TaskBrowserConfig_ConnectionSettingsLabel=Connection
5207TaskBrowserConfig_DialogCaption=Task Browser Settings
5208TaskBrowserConfig_OKButton=OK
5209TaskBrowserConfig_PasswordLabel=Password
5210TaskBrowserConfig_PreferencesLabel=Preferences
5211TaskBrowserConfig_ProjectName=Project name
5212TaskBrowserConfig_ServerNameLabel=Server
5213TaskBrowserConfig_ServerPortLabel=Port
5214TaskBrowserConfig_UserNameLabel=Login
5215TaskBrowser_Caption_ToolTip=Show the task browser
5216TaskBrowser_ConnectButtonLabel=Connect
5217TaskBrowser_DatabaseFilterLabel=Database filter
5218TaskBrowser_DisconnectButtonLabel=Disconnect
5219TaskBrowser_DisplayFilterLabel=Display
5220TaskBrowser_Error_ConnectFailed_F=The Task Browser was unable to connect to the task database server. -The following error message was reported:\n\n`~\n\nPlease adjust your connection settings using the Settings button at the bottom of the Task Browser and try again by clicking Connect.
5221TaskBrowser_Error_DisconnectFailed_F=The Task Browser was unable to disconnect to the task database server. -The following error message was reported:\n\n`~
5222TaskBrowser_Error_MarkCompleteFailed_F=The Task Browser was unable to mark the specified task(s) as completed. -The following error message was reported:\n\n`~
5223TaskBrowser_Error_NeedValidConnectionSettings=In order for the Task Browser to connect to the database server, you'll need to supply valid settings for the server name/port, user name and password, as well as the project (database) name to connect to. -If you're not sure what settings to use then please ask a system administrator, or check the similar settings in desktop task management application's configuration.
5224TaskBrowser_Error_NeedValidDataToMarkComplete=Sorry, the task cannot be marked as complete until you've entered valid information for all of the fields. -Please complete the form before pressing the OK button.
5225TaskBrowser_Error_QueryFiltersFailed_F=The Task Browser encountered an error while querying a list of filters from the server. -The following error message was reported:\n\n`~
5226TaskBrowser_Error_QueryTaskDetailsFailed_F=The Task Browser encountered an error while querying details about a specific task from the server. -The following error message was reported:\n\n`~
5227TaskBrowser_Error_QueryTasksFailed_F=The Task Browser encountered an error while querying a list of filtered tasks from the server. -The following error message was reported:\n\n`~
5228TaskBrowser_Error_StartingConnect=The Task Browser encountered an uncommon error while trying to connect to the database. -Please adjust your connection settings using the Settings button at the bottom of the Task Browser and try again by clicking Connect.
5229TaskBrowser_Error_StartingDisconnect=The Task Browser encountered an uncommon error while trying to disconnect from the database.
5230TaskBrowser_Error_StartingFilterQuery=The Task Browser encountered an uncommon error while trying to query a list of filters from the database.
5231TaskBrowser_Error_StartingMarkAsComplete=The Task Browser encountered an uncommon error while trying to mark a task as complete.
5232TaskBrowser_Error_StartingQueryTaskDetails=The Task Browser encountered an uncommon error while trying to query details about a task.
5233TaskBrowser_Error_StartingQueryTasks=The Task Browser encountered an uncommon error while trying to query a list of tasks.
5234TaskBrowser_FilterAssignedToMeLabel=Assigned to me
5235TaskBrowser_FilterCreatedByMeLabel=Created by me
5236TaskBrowser_FilterCurrentMapLabel=Current map
5237TaskBrowser_FilterOnlyOpenLabel=Only open
5238TaskBrowser_FixButtonLabel=Mark Complete...
5239TaskBrowser_RefreshButtonLabel=Refresh View
5240TaskBrowser_ServerStatus_Connected=Connected to the task database.
5241TaskBrowser_ServerStatus_Connecting=Connecting to server and logging in...
5242TaskBrowser_ServerStatus_ConnectionFailed=Failed to connect to the task database. -Click the Connect button to try again.
5243TaskBrowser_ServerStatus_Disconnecting=Disconnecting...
5244TaskBrowser_ServerStatus_FailedToInit=Failed to initialize. -No task database providers are available.
5245TaskBrowser_ServerStatus_MarkingTaskComplete=Marking task as fixed...
5246TaskBrowser_ServerStatus_QueryingFilters=Retrieving filters...
5247TaskBrowser_ServerStatus_QueryingTaskDetails=Retrieving task information...
5248TaskBrowser_ServerStatus_QueryingTasks=Retrieving task list from server...
5249TaskBrowser_ServerStatus_ReadyToConnect=Not connected. -Click the Connect button to login to the task database.
5250TaskBrowser_SettingsButtonLabel=Settings...
5251TaskBrowser_TaskListColumnName_AssignedTo=Assigned To
5252TaskBrowser_TaskListColumnName_CreatedBy=Created By
5253TaskBrowser_TaskListColumnName_Name=Summary
5254TaskBrowser_TaskListColumnName_Number=Number
5255TaskBrowser_TaskListColumnName_Priority=Priority
5256TaskBrowser_TaskListColumnName_Status=Status
5257TaskBrowser_WaitingForDescription=\n(Downloading task details from server. -Please wait...)
5258TaskType=Task Type
5259Terrain=Terrain
5260TerrainBrowser=Terrain Layer Browser
5261TerrainBrowser_AddDecoLayer=AddDecoLayer
5262TerrainBrowser_AddDecoration=AddDecoration
5263TerrainBrowser_AddLayer=AddLayer
5264TerrainBrowser_AddMaterial=AddMaterial
5265TerrainBrowser_AddSelectedDecoration=Add Selected Decoration `~
5266TerrainBrowser_AddSelectedDisplacement=Add Selected Displacement `~
5267TerrainBrowser_AddSelectedLayer=Add Selected Layer `~
5268TerrainBrowser_AddSelectedMaterial=Add Selected Material `~
5269TerrainBrowser_ChangeColor=Change Color
5270TerrainBrowser_ConfirmDeletion=Delete `~?
5271TerrainBrowser_ConfirmRecache=Recache terrain shaders?
5272TerrainBrowser_CreateAfter= after this item
5273TerrainBrowser_CreateAutomatically= (auto create)
5274TerrainBrowser_CreateAutomaticallyFromMat= from material (auto create)
5275TerrainBrowser_CreateAutomaticallyFromMatSelectPackage= from material (select package)
5276TerrainBrowser_CreateBefore= before this item
5277TerrainBrowser_CreateNew=Create New
5278TerrainBrowser_CreateNewDecoLayer=New DecoLayer `~
5279TerrainBrowser_CreateNewDecoration=New Decoration `~
5280TerrainBrowser_CreateNewLayer=New Terrain Setup Layer `~
5281TerrainBrowser_CreateNewMaterial=New Terrain Material `~
5282TerrainBrowser_Delete=Delete
5283TerrainBrowser_InvalidTerrainMaterial=Invalid Terrain Material (NULL?)
5284TerrainBrowser_MoveLayerDown_ToolTip=Move the selected layer down
5285TerrainBrowser_MoveLayerUp_ToolTip=Move the selected layer up
5286TerrainBrowser_NoDecLayerSelected=No DecoLayer selceted
5287TerrainBrowser_NoLayerSelected=Layer not selected
5288TerrainBrowser_NoLayerSetup=Layer has no setup
5289TerrainBrowser_NoSelection=Nothing selected
5290TerrainBrowser_NoTerrainMaterial=No terrain material set
5291TerrainBrowser_NoTerrainMaterialSelected=Terrain material not selected
5292TerrainBrowser_RecacheMaterials_ToolTip=Recache Terrain Materials
5293TerrainBrowser_Rename=Rename
5294TerrainBrowser_ToolTip=Show the terrain browser
5295TerrainBrowser_UseSelected_ToolTip=Use the item currently selected in the Content Browser
5296TerrainBrowser_ViewMenu=Terrain
5297TerrainBrowser_WireframeColor=Wireframe Color
5298TerrainCollisionSF=Terrain Collision
5299TerrainEdit_ActiveToolLabel=Active Tool:
5300TerrainEdit_BakeDisplacementMap=Bake DisplacementMap?
5301TerrainEdit_BrushSizer=Brushes
5302TerrainEdit_CannotDecrease_AtMTLOne=Cannot decrease tessellation level below 1.
5303TerrainEdit_CannotDecrease_MTLPrevent=Cannot decrease num patches below MaxTessellationLevel.
5304TerrainEdit_CannotIncrease_MTLPrevent=Cannot increase num patches above 2048.
5305TerrainEdit_ColorLabel=Edit Color:
5306TerrainEdit_ConfirmDecrease=Tessellation decrease removes detail.\nAre you sure?\n(Check the log for terrain materials\nthat will require rescaling)
5307TerrainEdit_ConfirmIncrease=Tessellation increase adds vertices.\nAre you sure?\n(Check the log for terrain materials\nthat will require rescaling)
5308TerrainEdit_CreateButton=Create
5309TerrainEdit_CreatePackage=`~ does not exist.\nCreate it?
5310TerrainEdit_EnterPath=Enter path
5311TerrainEdit_PackageNameRequired=Path is required
5312TerrainEdit_CurrentLayerLabel=Layer:
5313TerrainEdit_CurrentSizer=Currently Editing
5314TerrainEdit_CurrentTerrainLabel=Terrain:
5315TerrainEdit_ExportButton=Export
5316TerrainEdit_FailedCreatePackage=Failed to create package see log for details.
5317TerrainEdit_FalloffLabel=Falloff:
5318TerrainEdit_FlattenAngle=Angle
5319TerrainEdit_FlattenHeight=Height
5320TerrainEdit_HeightMapOnly=Height Map Only?
5321TerrainEdit_HeightmapClassLabel=Class
5322TerrainEdit_ImportButton=Import
5323TerrainEdit_ImportExportSizer=Import/Export
5324TerrainEdit_NoTerrainSelected=No terrain selected.
5325TerrainEdit_RadiusLabel=Radius:
5326TerrainEdit_RetainCurrentTerrain=Into Current?
5327TerrainEdit_SettingSizer=Settings
5328TerrainEdit_SettingsConstrained=Constrained
5329TerrainEdit_SettingsPerTool=Per Tool?
5330TerrainEdit_SettingsSoftSelect=SoftSelect
5331TerrainEdit_StrengthLabel=Strength:
5332TerrainEdit_Title=Unreal TerrainEdit
5333TerrainEdit_ToolMirrorLabel=Mirror:
5334TerrainEdit_ToolScaleLabel=Scale:
5335TerrainEdit_ToolSizer=Tool
5336TerrainEdit_Tooltip_AddRemovePolys=Add/Remove Polys
5337TerrainEdit_Tooltip_AddRemoveSectors=Add/Remove Sectors
5338TerrainEdit_Tooltip_Average=Average
5339TerrainEdit_Tooltip_Custom=Custom
5340TerrainEdit_Tooltip_Flatten=Flatten
5341TerrainEdit_Tooltip_FlattenSpecific=Flatten Specific
5342TerrainEdit_Tooltip_ManualEdit=Manual Edit
5343TerrainEdit_Tooltip_MarkUnreachable=Mark Unreachable
5344TerrainEdit_Tooltip_Merge=Merge
5345TerrainEdit_Tooltip_Noise=Noise
5346TerrainEdit_Tooltip_Noisy1=Soft1
5347TerrainEdit_Tooltip_Noisy2=Soft2
5348TerrainEdit_Tooltip_Noisy3=Soft3
5349TerrainEdit_Tooltip_Noisy4=Soft4
5350TerrainEdit_Tooltip_Noisy5=Soft5
5351TerrainEdit_Tooltip_Orientation=Orientation Flip
5352TerrainEdit_Tooltip_Paint=Paint
5353TerrainEdit_Tooltip_PaintVertex=Paint Vertex
5354TerrainEdit_Tooltip_Smooth=Smooth
5355TerrainEdit_Tooltip_Solid1=Hard1
5356TerrainEdit_Tooltip_Solid2=Hard2
5357TerrainEdit_Tooltip_Solid3=Hard3
5358TerrainEdit_Tooltip_Solid4=Hard4
5359TerrainEdit_Tooltip_Solid5=Hard5
5360TerrainEdit_Tooltip_SplitX=Split X
5361TerrainEdit_Tooltip_SplitY=Split Y
5362TerrainEdit_Tooltip_TexturePan=Texture Pan
5363TerrainEdit_Tooltip_TextureRotate=Texture Rotate
5364TerrainEdit_Tooltip_TextureScale=Texture Scale
5365TerrainEdit_Tooltip_VertexLock=Vertex Lock
5366TerrainEdit_Tooltip_Visibility=Visibility
5367TerrainEditingMode=Terrain Editing Mode | Shift+3
5368TerrainEditor_ERROR_ShiftHeighMap=Height map can not be shifted.
5369TerrainLayerRetainAlpha=Retain Alpha?
5370TerrainMaterialResource_InvalidMaterial= INVALID MATERIAL
5371TerrainMaterialResource_NoMaterials=Empty resource (no materials).
5372TerrainPatchesSF=Terrain Patches
5373TerrainProp_Tooltip_AddDecoLayer=Add DecoLayer
5374TerrainProp_Tooltip_AddDecoration=Add Decoration
5375TerrainProp_Tooltip_AddLayer=Add Layer
5376TerrainProp_Tooltip_AddMaterial=Add Material
5377TerrainProp_Tooltip_DeleteSelected=Delete Selected
5378TerrainProp_Tooltip_Hide=Hide
5379TerrainProp_Tooltip_Lock=Lock
5380TerrainProp_Tooltip_SavePreset=Save Preset
5381TerrainProp_Tooltip_UseSelected=Use Selected
5382TerrainSF=Terrain\tT
5383TerrainTessellationDecrease=Decrease
5384TerrainTessellationIncrease=Increase
5385TerrainViewSettingsHideLabel=Hide
5386TerrainViewSettingsHide_ToolTip=Hide
5387TerrainViewSettingsLockLabel=Lock
5388TerrainViewSettingsLock_ToolTip=Lock
5389TerrainViewSettingsReachabilityLabel=Show Reachability
5390TerrainViewSettingsReachability_ToolTip=Toggle Showing Reachability
5391TerrainViewSettingsPropertiesLabel=Properties
5392TerrainViewSettingsSolidLabel=Solid
5393TerrainViewSettingsSolid_ToolTip=Solid
5394TerrainViewSettingsViewLabel=View
5395TerrainViewSettingsWireLabel=Toggle Wireframe on/off
5396TerrainViewSettingsWire_ToolTip=Toggle Wireframe on/off
5397Terrain_Error_InvalidMaterialIndex=Terrain: Invalid MaterialIndex `2~ `~!
5398Terrain_Error_MaterialParameterName=TERRAIN MATERIAL: Texture parameter name duplication -
5399Terrain_Error_MaterialTextureCount=TERRAIN MATERIAL: Total Texture Count = `2~ on `~
5400Terrain_Error_MissingShaderMap=TERRAIN MATERIAL: Missing shader map `~
5401Terrain_Error_NormalMapLayer=Terrain NormalMapLayer index `2~ outside of Layers count `2~ for terrain `~
5402PrefabEditingMode=Prefab Editing Mode
5403PrefabEdit_Title=PrefabEdit
5404TessellationSF=Tessellation
5405TestCrashCatcher=Test Crash Catcher
5406Texture=Texture
5407TextureAlignmentMode=Texture Alignment Mode
5408TextureContextMenu_CompressNow=Compress Texture Now
5409TextureContextMenu_ConvertToSbsImageInput=Create Substance Image Input
5410TextureContextMenu_FindAllMaterialsUsingThis=Find All Materials Using This Texture
5411TextureContextMenu_FindInTextureStatsBrowser=Find in Texture Stats Browser
5412TextureContextMenu_ReflattenTexture=Reflatten Texture
5413TextureDensity=Texture Density
5414TextureDisplay=Texture Display
5415TextureGroup=Texture Group
5416TextureGroups=Texture Groups
5417TextureManipulation=Texture Manipulation
5418TextureMenu=Textures
5419TexturePackage=Texture Package
5420TextureProperties=Texture Properties
5421TexturePropertiesCaption=Texture Properties %s ( %s )
5422TexturePropertiesFrame_Border_ToolTip=Toggle Preview Border (Right click for advanced options)
5423TexturePropertiesFrame_ChangeBackground_ToolTip=Change Preview Background Color
5424TexturePropertiesFrame_ChangeBorderColor=Change Texture Border Color...
5425TexturePropertiesFrame_ChangeCheckerboardColorOne=Change First Checkerboard Color...
5426TexturePropertiesFrame_ChangeCheckerboardColorTwo=Change Second Checkerboard Color...
5427TexturePropertiesFrame_CheckerNumPixels=Number of Pixels per Checker Tile
5428TexturePropertiesFrame_Checkerboard_ToolTip=Toggle Preview Checkerboard (Right click for advanced options)
5429TexturePropertiesFrame_ExpandToViewportFrame_ToolTip=Expand to Viewport Frame (Texture will scale up to fit the bounds of the viewport, if necessary)
5430TexturePropertiesFrame_PaddingX=Preview Padding: X:
5431TexturePropertiesFrame_PaddingY=Y:
5432TexturePropertiesFrame_Padding_ToolTip=Preview Window Padding/Offset
5433TexturePropertiesFrame_UseCheckerboardAsBG=Fill Background with Checkerboard
5434TextureProperties_CompressNow=Compress Now
5435TextureProperties_QuickInfoPaneLabel=Texture Info
5436TextureProperties_ReimportTexture=Reimport
5437TextureProperties_ReimportTexture_Tooltip=Reimport the texture while enabling Defer Compression
5438TextureProperties_ToggleAlpha=Toggle Alpha Channel
5439TextureProperties_ToggleBlue=Toggle Blue Channel
5440TextureProperties_ToggleDesaturation=Toggle Desaturation
5441TextureProperties_ToggleGreen=Toggle Green Channel
5442TextureProperties_ToggleRed=Toggle Red Channel
5443TextureQuickInfo360EffectiveRes=Xbox 360 In Game: `~ x `~
5444TextureQuickInfo360LODBias=Xbox 360 LOD Bias: `~
5445TextureQuickInfoDisplayedRes=Displayed: `~ x `~
5446TextureQuickInfoEffectiveRes=Max In Game: `~ x `~
5447TextureQuickInfoImportedRes=Imported: `~ x `~
5448TextureQuickInfoIsNotStreamed=Never Streamed
5449TextureQuickInfoIsStreamed=Streamed
5450TextureQuickInfoLODBias=Calculated LOD Bias: `~
5451TextureQuickInfoPS3EffectiveRes=PS3 In Game: `~ x `~
5452TextureQuickInfoPS3LODBias=PS3 LOD Bias: `~
5453TextureQuickInfoPixelFormat=Format: `~
5454TextureQuickInfoStreamedMethod=Method: `~
5455TextureShadowMap_Bytes=Texture ShadowMap (Bytes)
5456TextureStatsBrowser_CombinedStats=Combined (Current / Fully Loaded):
5457TextureStatsBrowser_ConsoleMenu=Console
5458TextureStatsBrowser_CurrentDim=Current Dimension
5459TextureStatsBrowser_CurrentKB="Current KB -"
5460TextureStatsBrowser_Desc="Max Dimension"
5461TextureStatsBrowser_Export=Export...
5462TextureStatsBrowser_Format="Format -"
5463TextureStatsBrowser_FullyLoadedKB=Fully Loaded KB
5464TextureStatsBrowser_Group="Group "
5465TextureStatsBrowser_HideSelection=Hide Selection
5466TextureStatsBrowser_HighResMipsKB=HighRes Mips KB
5467TextureStatsBrowser_ImportCookerData=Import Cooker Data
5468TextureStatsBrowser_InvertSelection=Invert Selection
5469TextureStatsBrowser_ItemActivated=Item Activated
5470TextureStatsBrowser_KB=KB
5471TextureStatsBrowser_LODBias=LODBias
5472TextureStatsBrowser_LastTimeRendered=Last Seen(sec)
5473TextureStatsBrowser_LowResMipsKB=LowRes Mips KB
5474TextureStatsBrowser_ModeAllLevels=All Streaming Levels
5475TextureStatsBrowser_ModeCookerStatistics=Cooker Statistics
5476TextureStatsBrowser_ModeCurrentLevel=Current Streaming Level
5477TextureStatsBrowser_ModeRemoteCapture=Remote Capture
5478TextureStatsBrowser_ModeSelectedActors=Selected Actor(s)
5479TextureStatsBrowser_ModeSelectedMaterials=Selected Material(s)
5480TextureStatsBrowser_Name="Name "
5481TextureStatsBrowser_NumUses="Uses -"
5482TextureStatsBrowser_Packages=Packages
5483TextureStatsBrowser_Path="Path -"
5484TextureStatsBrowser_RightClick_SyncToActors=Find Actors using this texture
5485TextureStatsBrowser_RightClick_SyncToMaterials=Find Materials using this texture in the Content Browser
5486TextureStatsBrowser_Streaming="Streaming"
5487TextureStatsBrowser_TexType="Type "
5488TextureStatsBrowser_TextureListModeLabel=Texture Listing Mode
5489TextureStatsBrowser_ToolTip=Show the texture stats browser
5490TextureStatsBrowser_UnhideAll=Unhide All
5491TextureViewer=Texture Viewer
5492TexutreLightMap_Bytes=Texture LightMap (Bytes)
5493TheFollowingLevelsAreHidden=The following levels are hidden:
5494TheFollowingStreamingLevelsAreHidden=The following streaming levels are hidden:\n
5495ThumbnailFormat=Thumbnail Format
5496Thumbnails=Thumbnails
5497TierColorationSF=Tier Coloration
5498SpatialGridColoration=Spatial Grid Coloration
5499Time=Time
5500TimeInSeconds=Time (Seconds)
5501TimeShift=Time Shift
5502ToBrush=To Brush
5503ToFirst=To First
5504ToLast=To Last
5505ToggleAction=Toggle Action
5506ToggleAutoKey=Toggle Automatic LookAt Keys
5507ToggleBounds=Toggle Bounds
5508ToggleCloth=Toggle Cloth
5509ToggleClothCollisions=Display Cloth Collisions
5510ToggleClothMeshes=Display Cloth Meshes
5511ToggleClothNormals=Display Cloth Normals
5512ToggleClothPhysicsAsset=Display Cloth Physics Asset
5513ToggleClothPlanes=Display Cloth Constrainment Planes
5514ToggleCounterDisplay=Toggle Counter Display
5515ToggleCurveEditor=Toggle Curve Editor
5516ToggleCurvedConnections=Toggle Curved Connections
5517ToggleEmitterEnabled=Toggle This Emitter On/Off
5518ToggleEnableEmitter=Toggle Enable Emitter
5519ToggleEmitterVisible=Toggle This Emitter Editor Visibility
5520ToggleFreezeCloth=Freeze Cloth
5521ToggleGraphicsHierarchy=Toggle Graphics Hierarchy
5522ToggleGroupingExpressions=Toggle Grouping Expressions
5523ToggleGroupsActive=Allow Group Selection\tCtrl+Shift+G
5524ToggleIK=Toggle IK
5525ToggleKDop=Toggle kDOP
5526ToggleLink=Toggle Link
5527ToggleLinkPIE=Toggle Link for PIE
5528ToggleLockLocations=Toggle Lock Locations
5529ToggleLoopSystem=Toggle Loop System
5530ToggleMassProperties=Toggle Mass Properties
5531ToggleMaterialUsageFlagsOff=Toggle material usage flags [OFF]
5532ToggleMaterialUsageFlagsOn=Toggle material usage flags [ON]
5533ToggleMeshWeights=Toggle Mesh Weights
5534ToggleMeshWeightsFull=Toggle Mesh Weights FULL
5535ToggleMotionMode=Toggle Motion
5536ToggleOffSRGBForTextures=Toggle Off sRGB flag for all Textures
5537ToggleOffUsedWithMeshParticles=Toggle Off bUsedWithInstancedMeshParticles
5538ToggleOffUsedWithSkeletalMesh=Toggle Off bUsedWithSkeletalMesh
5539ToggleOffUsedWithSpriteParticles=Toggle Off bUsedWithParticleSystem
5540ToggleOffUsedWithStaticMesh=Toggle Off bUsedWithStaticMesh
5541ToggleOnSRGBForTextures=Toggle On sRGB flag for all Textures
5542ToggleOnUsedWithMeshParticles=Toggle On bUsedWithInstancedMeshParticles
5543ToggleOnUsedWithSkeletalMesh=Toggle On bUsedWithSkeletalMesh
5544ToggleOnUsedWithSpriteParticles=Toggle On bUsedWithParticleSystem
5545ToggleOnUsedWithStaticMesh=Toggle On bUsedWithStaticMesh
5546ToggleOrbitMode=Toggle Orbit Mode
5547TogglePanInvert=Toggle Invert Panning
5548TogglePostProcess=Toggle Post process
5549TogglePrefabLock=Lock Prefabs from Selection
5550ToggleRealtime=Toggle Realtime
5551ToggleRealtimeDebugging=Enable Kismet Debugging
5552ToggleSnap=Toggle Snap
5553ToggleSurfaceFlags=Toggle Surface Flags
5554ToggleUVOverlayD=Disable UV Overlay
5555ToggleUVOverlayE=Enable UV Overlay
5556ToggleUVDrawAllSets=Draw all Material's UV Maps at once
5557ToggleViewContacts=Toggle View Contacts
5558ToggleViewLinks=Show Spline Links
5559ToggleWireframe=Toggle Wireframe
5560Tolerance=Tolerance
5561TolerancePromptTitle=Enter Tolerance for pruning linear keys:
5562TollTip_SquintMode=Toggle 'Squint Mode'
5563ToneMapHighRange=Exposure Level (EV100):
5564Tool=Tool
5565ToolTip_100=Invert the current selection
5566ToolTip_101=Show the actor classes browser
5567ToolTip_102=Show the group browser
5568ToolTip_103=Show the layer browser
5569ToolTip_105=Show the log browser
5570ToolTip_106=Show the content browser
5571ToolTip_107=Show UnrealKismet
5572ToolTip_108=Switch to the '`~' viewport configuration
5573ToolTip_109=Shows the actor properties window
5574ToolTip_10=Editing Mode [B]
5575ToolTip_110=Shows the surface properties window
5576ToolTip_111=Shows the world properties window
5577ToolTip_112=Toggle builder brush marker polys
5578ToolTip_113=Toggle fullscreen mode
5579ToolTip_114=Add to BSP
5580ToolTip_115=Subtract from BSP
5581ToolTip_116=Intersect with BSP
5582ToolTip_117=Deintersect from BSP
5583ToolTip_118=Add a mover
5584ToolTip_11=Movement Space
5585ToolTip_120=Add a special brush
5586ToolTip_121=Import a brush
5587ToolTip_122=Export builder brush
5588ToolTip_123=Rebuild geometry
5589ToolTip_124=Rebuild lighting
5590ToolTip_125=Rebuild AI pathing
5591ToolTip_126=Rebuild Cover
5592ToolTip_127=Rebuild everything
5593ToolTip_128=Play this level in an editor window. Holding Control will start in spectator mode.
5594ToolTip_129=Start this level on `~. Holding Control will start in spectator mode.
5595ToolTip_12=Toggle Simulation [S]
5596ToolTip_130=Play Level
5597ToolTip_131=2D Shape Editing Tool
5598ToolTip_132=Add A New Terrain
5599ToolTip_133=Check map for errors
5600ToolTip_134=Play this level in the active viewport. Holding Control will start in spectator mode.
5601ToolTip_138=Toggle the use of the drag grid
5602ToolTip_139=Toggle the use of the rotation grid
5603ToolTip_13=Cycle Mesh Rendering Mode [H]
5604ToolTip_140=Create a new layer
5605ToolTip_141=Rename the selected layer
5606ToolTip_142=Delete the selected layer
5607ToolTip_143=Add all selected actors to selected layers
5608ToolTip_144=Delete selected actors from selected layers
5609ToolTip_145=Select all the actors belonging to this layers
5610ToolTip_146=Deselect all the actors belonging to this layers
5611ToolTip_147=Refresh the window
5612ToolTip_148=Rebuild AI Pathing (for selected paths)
5613ToolTip_149=Rebuild Everything (but only selected paths)
5614ToolTip_14=Cycle Collision Rendering Mode [J]
5615ToolTip_153=Delete expression
5616ToolTip_154=Create a new shape
5617ToolTip_155=Open an existing shape
5618ToolTip_156=Save the shape
5619ToolTip_157=Save the shape with a new name
5620ToolTip_158=Paste data in the clipboard into the map at the clicked location
5621ToolTip_159=Lock Selected Actors to Camera
5622ToolTip_15=Cycle Constraint Rendering Mode [K]
5623ToolTip_160=Publish the loaded map by cooking (creates faster loading content, but is slower to publish)
5624ToolTip_161=Publish the loaded map by copying (creates slower loading content, but is faster to publish)
5625ToolTip_162=Create a new project
5626ToolTip_16=Toggle Drag Grid
5627ToolTip_17=Toggle Rotation Grid
5628ToolTip_18=Change Drag Grid
5629ToolTip_19=Change Rotation Grid
5630ToolTip_1=Use Selected AnimSet in Content Browser
5631ToolTip_20=Open a Recently Opened Map
5632ToolTip_21=Special Paste Options
5633ToolTip_22=Reference Coordinate System
5634ToolTip_23=Create a new level
5635ToolTip_24=Open an existing level file
5636ToolTip_26=Undo the last action | Ctrl+Z
5637ToolTip_27=Redo the previously undone action | Ctrl+Y
5638ToolTip_28=Slowest Camera Speed
5639ToolTip_29=Normal Camera Speed
5640ToolTip_2=Use Selected SkeletalMesh in Content Browser
5641ToolTip_2DShapeEditor=2D Shape Editing Tool
5642ToolTip_30=Fast Camera Speed
5643ToolTip_31=Transformation Widget | Enables 3D handles for translating, rotation or scaling selected actors
5644ToolTip_32=Translation Mode | Translate selected objects using the widget. (Right click to type in translation values)
5645ToolTip_33=Rotation Mode | Rotate selected objects using the widget. (Right click to type in rotation values)
5646ToolTip_34=Scaling Mode | Scale selected objects using the widget. (Right click to type in scaling values)
5647ToolTip_35=Non uniform Scaling Mode | Scale selected objects non uniformly using the widget. (Right click to type in scaling values)
5648ToolTip_36=Find Actors
5649ToolTip_37=Fullscreen Mode | F11
5650ToolTip_38=Cut | Cut out the selection and put it into the clipboard
5651ToolTip_39=Copy | Copy the selection and put it into the clipboard
5652ToolTip_3=Show Skeleton
5653ToolTip_40=Paste | Paste data in the clipboard into the map
5654ToolTip_41=Open Content Browser
5655ToolTip_42=Open UnrealKismet
5656ToolTip_43=Toggle Brush Polygons
5657ToolTip_44=Build Geometry for Visible Levels
5658ToolTip_45=Build Lighting | Ctrl+Shift+;
5659ToolTip_46=Build Paths (right click for partial build)
5660ToolTip_47=Build Cover Nodes
5661ToolTip_48=Build All
5662ToolTip_49=Where to propagate changes to that you make in the editor
5663ToolTip_4=Show Bone Names
5664ToolTip_50=Play this level in an editor window. Right click to edit URL. Holding Control will start in spectator mode.
5665ToolTip_50_F=Start this level on `~. Right click to edit URL. Holding Control will start in spectator mode. Holding Shift will launch via Unreal Frontend.
5666ToolTip_50_FP=Start this level on `~. Right click to edit URL. Holding Control will start in spectator mode.
5667ToolTip_51=Show Background?
5668ToolTip_52=Plane
5669ToolTip_53=Cylinder
5670ToolTip_54=Cube
5671ToolTip_55=Sphere
5672ToolTip_56=Home
5673ToolTip_58=Viewport Type
5674ToolTip_59=Scene View Mode
5675ToolTip_5=Cycle Mesh Rendering Mode
5676ToolTip_61=Group By Class
5677ToolTip_62=Sphere Primitive
5678ToolTip_63=Cube Primitive
5679ToolTip_64=Cylinder Primitive
5680ToolTip_65=Plane Primitive
5681ToolTip_66=Search By Name
5682ToolTip_67=Toggle Modifier Window
5683ToolTip_69=Show Wireframe
5684ToolTip_6=Socket Manager
5685ToolTip_70=Show Bounds
5686ToolTip_71=Show Collision
5687ToolTip_72=Lock Camera
5688ToolTip_73=Save Thumbnail Angle
5689ToolTip_74=Open shape
5690ToolTip_75=Save shape
5691ToolTip_76=Import file into an empty map
5692ToolTip_77=Merge the imported file with the currently loaded map
5693ToolTip_78=Export everything in the map
5694ToolTip_79=Export only the selected items
5695ToolTip_7=Selected lights ignore selected primitives
5696ToolTip_80=Create a new map
5697ToolTip_81=Open an existing map
5698ToolTip_82=Save current level
5699ToolTip_83=Save the map with a new name
5700ToolTip_84=Save all packages
5701ToolTip_85=Exits the editor
5702ToolTip_86=Undo the last action
5703ToolTip_87=Redo the previously undone action
5704ToolTip_88=Toggle display/use of the widget
5705ToolTip_89=Use the translation widget
5706ToolTip_8=Selected lights affect selected primitives
5707ToolTip_90=Use the rotation widget
5708ToolTip_91=Use the scaling widget
5709ToolTip_93=Cut out the selection and put it into the clipboard
5710ToolTip_94=Copy the selection and put it into the clipboard
5711ToolTip_95=Paste data in the clipboard into the map
5712ToolTip_96=Duplicate the selection
5713ToolTip_97=Delete the selection
5714ToolTip_98=Deselect everything
5715ToolTip_99=Select everything
5716ToolTip_9=Selected lights' ignore lists are cleared
5717ToolTip_ASV_BoneList_CollapseAllBones=Toggle Collapse All Bones
5718ToolTip_ASV_BoneList_DrawAllBoneLabels=Toggle Draw All Bone Labels
5719ToolTip_ASV_BoneList_RealtimeBoneData=Toggle Show All Bone Data
5720ToolTip_ASV_BoneList_DrawAllBoneTraces=Toggle Draw All Bone Animation Traces
5721ToolTip_AddBSP=Add to BSP
5722ToolTip_AddSelActorsToLayer=Add selected actors to this layer
5723ToolTip_AddSelectedActors=Add all selected actors to selected groups
5724ToolTip_ArtTool=In Editor
5725ToolTip_ArtToolConsole=Launch ArtTool on your %s.
5726ToolTip_ArtToolLaunchMenu=Launch ArtTool
5727ToolTip_ArtToolPC=Launch ArtTool on your PC.
5728ToolTip_ArtTool_HotloadMap=Recooks and Hotloads the Map
5729ToolTip_ArtTool_Options=Open the ArtTool setup dialog.
5730ToolTip_AtomicResourceImport=Re import resources in all selected packages
5731ToolTip_Autosave=Click to toggle Autosave
5732ToolTip_AutosaveMenu=Change Autosave Interval
5733ToolTip_Bookmarks=Set or Jump to different locations of the viewport
5734ToolTip_BuildAll=Build All
5735ToolTip_BuildLighting=Build Lighting
5736ToolTip_CameraSpeedSetting=Camera Movement Speed (Left click to cycle, right click for menu)
5737ToolTip_ChangeDragGrid=Change Drag Grid
5738ToolTip_ChangeRotationGrid=Change Rotation Grid
5739ToolTip_CheckMapErrors=Check map for errors
5740ToolTip_Cinem_Launch_Setup=Open the Cinema Launch setup dialog.
5741ToolTip_CinemaList=Open Cinema Sequence
5742ToolTip_CleanUnusedExpressions=Clean Unused Expressions
5743ToolTip_CopyData=Copy the selection and put it into the clipboard
5744ToolTip_CreateMap=Create a new map
5745ToolTip_CreateEnvironment=Generates a new map with default sublevels
5746ToolTip_CreateNewLayer=Create a new layer
5747ToolTip_CubePrimitive=Cube Primitive
5748ToolTip_CutData=Cut out the selection and put it into the clipboard
5749ToolTip_CycleCollision=Cycle Collision Rendering Mode [J]
5750ToolTip_CycleConstraint=Cycle Constraint Rendering Mode [K]
5751ToolTip_CycleMesh=Cycle Mesh Rendering Mode [H]
5752ToolTip_CylinderPrimitive=Cylinder Primitive
5753ToolTip_DebugMenu_LoadUserSettings=Force <gamename>UserSettings.ini to be reloaded (Will not repopulate settings that have been cached off)
5754ToolTip_DebugMenu_SaveUserSettings=Force <gamename>UserSettings.ini to be saved out
5755ToolTip_DebugMenu_TestAutoSave=Trigger an autosave
5756ToolTip_DebugMenu_TestCrashCatcher=Simulate a crash to confirm crash catcher is working
5757ToolTip_DebugMenu_TestGarbageCollection=Trigger a garbage collection <"obj gc">
5758ToolTip_DebugMenu_ToggleSystemBeep=Enable/Disable System Beeps from wxWindow objects
5759ToolTip_DeintersectBSP=Deintersect from BSP
5760ToolTip_DeleteCurrentLayer=Delete current layer
5761ToolTip_DeleteExpression=Delete expression
5762ToolTip_DeleteGroups=Delete the selected groups
5763ToolTip_DeleteSelectedActors=Delete selected actors from selected groups
5764ToolTip_DeleteSelection=Delete the selection
5765ToolTip_DeselectActorsThisGroup=Deselect all the actors belonging to this group
5766ToolTip_DeselectEverything=Deselect everything
5767ToolTip_DistributionToggle=Select to make Distributions use the curves, not the baked lookup tables.
5768ToolTip_DrawScale3DX=DrawScale3D X
5769ToolTip_DrawScale3DY=DrawScale3D Y
5770ToolTip_DrawScale3DZ=DrawScale3D Z
5771ToolTip_DrawScale=DrawScale
5772ToolTip_DuplicateSelection=Duplicate the selection
5773ToolTip_EditingMode=Editing Mode [B]
5774ToolTip_Exit=Exits the editor
5775ToolTip_ExportBrush=Export builder brush
5776ToolTip_ExportEverything=Export everything in the map
5777ToolTip_ExportSelectedItems=Export only the selected items
5778ToolTip_ExportSelectedLevels=Export everything in the selected levels
5779ToolTip_FarPlaneSlider=Distance to far clipping plane
5780ToolTip_FastestCamera=Fastest Camera Speed
5781ToolTip_FreezeAllGroups = Freeze selection for all groups
5782ToolTip_GameCameraSettings=Game camera settings
5783ToolTip_GenerateCollisionMesh=Generate Havok Collision Mesh
5784ToolTip_GenerateLODs=Generate LODs
5785ToolTip_GroupByClass=Group By Class
5786ToolTip_Home=Home
5787ToolTip_ImportBrush=Import a brush
5788ToolTip_ImportFileIntoEmptyMap=Import file into an empty map
5789ToolTip_InstallOnIOSDevice=Install on iOS device
5790ToolTip_InstallOnIOSDevice_ToolBar=Install on iOS device. -Right click to edit settings.
5791ToolTip_IntersectBSP=Intersect with BSP
5792ToolTip_InvertCurrentSelection=Invert the current selection
5793ToolTip_IssueReporter=Bring up form to report an editor issue
5794ToolTip_JumpToBookmark=Jumps to a previously bookmarked viewport location
5795ToolTip_JumpToRestoreBookmark=Also restores the levels visible at the time
5796ToolTip_LevelStreamingVolumePrevis=Level Streaming Volume Previs
5797ToolTip_LightingQuality=Lighting Quality Setting (right click to set)
5798ToolTip_LockSelectedActorsCamera=Lock Selected Actors To The Camera
5799ToolTip_MainMenu_File_CreateACopy=Create a deep copy of the map.
5800ToolTip_MainMenu_File_MoveOrRenameLevel=Change the package location or name of the current level.
5801ToolTip_MakeAllGroupsVisible = Make all groups visible
5802ToolTip_MatQualityToggle=Select to use low quality materials (for materials that have a Quality Switch expression)
5803ToolTip_MaterialEditorApply=Apply changes to original material and its use in the world.
5804ToolTip_MaterialEditorApplyInstances=Applying changes to material instances.
5805ToolTip_MaterialEditorHotload=Hotload the original material.
5806ToolTip_MaterialEditorFlatten=Flatten the material to a texture for mobile devices
5807ToolTip_MaterialEditorPropagateToFallback=Propagate changes to Fallback Material (This will overwrite the Fallback Material!)
5808ToolTip_MaterialEditorRegenerateAutoFallback=Regenerate Automatic Fallback (This will update the "Fallback Dropped Inputs")
5809ToolTip_MaterialEditorToggleStats=Toggle Material Statistics
5810ToolTip_MaterialEditorViewSource=View Source
5811ToolTip_MaterialEditor_Toolbar_Plane=Plane
5812ToolTip_MergeImportedFile=Merge the imported file with the currently loaded map
5813ToolTip_MouseLock=Prevent the mouse from being able to move/rotate/scale actors. -Only selection will be allowed.
5814ToolTip_MovementSpace=Movement Space
5815ToolTip_NewGroup=Create a new group
5816ToolTip_NewShape=Create a new shape
5817ToolTip_NonUniformScaleWidget=Use the non uniform scaling widget
5818ToolTip_NormalCamera=Normal Camera Speed
5819ToolTip_OnlineHelp=Goes to online UDN help site
5820ToolTip_OpenContentBrowser=Open the Content Browser window
5821ToolTip_OpenKismet=Open Kismet
5822ToolTip_OpenKismetForThisLevel=Open this level's Kismet
5823ToolTip_OpenMap=Open an existing map
5824ToolTip_OpenRecentMap=Open a Recently Opened Map
5825ToolTip_OpenShape=Open shape
5826ToolTip_PSysLODRealtimeToggle=Select to have ParticleSystem use distance LOD in the perspective viewport.
5827ToolTip_PasteData=Paste data in the clipboard into the map
5828ToolTip_PasteDataIntoMap=Paste data in the clipboard into the map at the clicked location
5829ToolTip_PerViewGroups=Toggle group visibility for this view only
5830ToolTip_PickColorForThisLevel=Pick color for this level
5831ToolTip_PlanePrimitive=Plane Primitive
5832ToolTip_PlayInEditorControlToSpectate=Play this level in an editor window. Holding Control will start in spectator mode.
5833ToolTip_PlayLevel=Play Level
5834ToolTip_PlayLevelInEditor=Play this level in an editor window.
5835ToolTip_PlayOnMobilePreviewerSettings=Edit mobile previewer settings
5836ToolTip_PostProcessVolumePrevis=Post Process Volume Previs
5837ToolTip_PropogateEditorChanges=Where to propagate changes to that you make in the editor
5838ToolTip_PsysHelperToggle=Select to have ParticleSystem helpers draw in the viewports.
5839ToolTip_RealTime=Real Time
5840ToolTip_RealtimeExpressionPreview=Toggle Expression Realtime Preview
5841ToolTip_RealtimeMaterialExpressions=Toggle Realtime Expression Viewport
5842ToolTip_RealtimeMaterialPreview=Toggle Realtime Material Viewport
5843ToolTip_RebuildAI=Rebuild AI pathing
5844ToolTip_RebuildEnvironmentCubeMap=Rebuild environment cubemap for all environment capture actors
5845ToolTip_RebuildEnvironmentCubeMapSelected=Rebuild environment cubemap for selected environment capture actors
5846ToolTip_RebuildEverything=Rebuild everything
5847ToolTip_RebuildGeometry=Rebuild geometry
5848ToolTip_RebuildLighting=Rebuild lighting
5849ToolTip_RebuildPrecomputedShadows=Rebuild precomputed shadows for ALL stationary lights
5850ToolTip_RebuildPrecomputedShadowsSelected=Rebuild precomputed shadows for selected stationary lights
5851ToolTip_Redo=Redo the previously undone action
5852ToolTip_EditorPreferences=Edit global editor preferences.
5853ToolTip_RefCoordinateSystem=Reference Coordinate System
5854ToolTip_RefreshWindow=Refresh the window
5855ToolTip_RemSelActorsFromLayer=Remove selected actors from this layer
5856ToolTip_RemoveSkeletalMeshCB=Remove the selected skeletal mesh from the dropdown combo box
5857ToolTip_RenameGroup=Rename the selected group
5858ToolTip_ResizeTopAndBottomViewportsTogether=Locks the vertical sash so that the top and bottom viewports share the same width.
5859ToolTip_RotationWidget=Use the rotation widget
5860ToolTip_RunUnitTests=Choose from a selection of valid unit tests to run.
5861ToolTip_SaveAllLevels=Save all levels
5862ToolTip_SaveAllMaps=Save all maps
5863ToolTip_SaveAllWritable=Saves all writable packages. -Will not prompt for checkout. Does not save new packages that are not on disk.
5864ToolTip_SaveAndMarkForAdd=Saves the current level and places it within a pending Perforce changelist.
5865ToolTip_SaveDlg=Opens a dialog with save options for packages and levels.
5866ToolTip_SaveLevel=Save Level
5867ToolTip_SaveMapAs=Save the map with a new name
5868ToolTip_SaveShape=Save shape
5869ToolTip_SaveShapeNewName=Save the shape with a new name
5870ToolTip_SaveThumbnailAngle=Save Thumbnail Angle
5871ToolTip_ScaleWidget=Use the scaling widget
5872ToolTip_SceneViewMode=Scene View Mode
5873ToolTip_ScreenCapture=Take a Screen Shot of this Viewport
5874ToolTip_SearchForActors=Search for actors
5875ToolTip_SearchName=Search By Name
5876ToolTip_SelLayerActors=Select the actors inside of this layer
5877ToolTip_SelectActorsThisGroup=Select all the actors belonging to this group
5878ToolTip_SelectByProperty=Select by property
5879ToolTip_SelectEverything=Select everything
5880ToolTip_SelectPostProcessVolume=Selects the post process volume currently affecting the perspective viewport
5881ToolTip_SelectPreviewMesh=Select Preview Mesh
5882ToolTip_SetAnimSeq=Set animation sequence based on current selection
5883ToolTip_SetBookmark=Bookmarks the current location of the viewport
5884ToolTip_SetPreviewEnvironmentSphere=Use Selected TextureCube or Environment Capture as Environment Sphere Texture
5885ToolTip_SetProjectDirectory=Set default directory for all file operations.
5886ToolTip_ShowActorClassesBrowser=Show the actor classes browser
5887ToolTip_ShowActorProperties=Shows the actor properties window
5888ToolTip_ShowBackground=Show Background?
5889ToolTip_ShowBinormals=Show Binormals
5890ToolTip_ShowBoneNames=Show Bone Names
5891ToolTip_ShowBounds=Show Bounds
5892ToolTip_ShowCollision=Show Collision
5893ToolTip_ShowContentBrowser=Show the content browser
5894ToolTip_ShowDirectLighting=Show Direct lighting
5895ToolTip_ShowEmissiveLighting=Show Emissive lighting
5896ToolTip_ShowGroupBrowser=Show the group browser
5897ToolTip_ShowIndirectLighting=Show Indirect lighting
5898ToolTip_ShowKismet=Show Kismet
5899ToolTip_ShowLayerBrowser=Show the layer browser
5900ToolTip_ShowLevelBrowser=Show the level browser
5901ToolTip_ShowLogBrowser=Show the log browser
5902ToolTip_ShowMaterialParams=Show all material parameters.
5903ToolTip_ShowModifiedProperties=Toggle a filter within all property windows for displaying properties that have been modified.
5904ToolTip_ShowNormals=Show Normals
5905ToolTip_ShowOpenEdges=Show Open Edges
5906ToolTip_ShowSkeleton=Show Skeleton
5907ToolTip_ShowSocketNames=Show/hide socket names
5908ToolTip_ShowSurfaceProperties=Shows the surface properties window
5909ToolTip_ShowTangents=Show Tangents
5910ToolTip_ShowTerrainBrowser=Show Terrain Layer Browser
5911ToolTip_ShowUnlit=Show Unlit
5912ToolTip_ShowWireframe=Show Wireframe
5913ToolTip_ShowWorldProperties=Shows the world properties window
5914ToolTip_SlowCamera=Slowest Camera Speed
5915ToolTip_SnapScaling=If enabled, all scaling operations will scale in increments of the selected percentage value.
5916ToolTip_SocketManager=Socket Manager
5917ToolTip_SpherePrimitive=Sphere Primitive
5918ToolTip_Spline=Toggle spline editing for multiple splines
5919ToolTip_StartLevelControlToSpectate=Start this level on your %s. Holding Control will start in spectator mode.
5920ToolTip_StartLevelOnYour=Start this level on your %s.
5921ToolTip_SubtractBSP=Subtract from BSP
5922ToolTip_SwitchViewportConfig=Switch to the '%s' viewport configuration
5923ToolTip_ToggleAutoExposure=Toggle Auto Exposure
5924ToolTip_ToggleBrushMarkerPolys=Toggle brush marker polys
5925ToolTip_ToggleBrushPolys=Toggle Brush Polys
5926ToolTip_ToggleDragGrid=Toggle the use of the drag grid
5927ToolTip_ToggleFullscreen=Toggle fullscreen mode
5928ToolTip_ToggleGrid=Toggle Grid
5929ToolTip_ToggleLODLocking=Toggle LOD Locking (same type viewports share camera location, ortho views use perspective LOD parenting distances)
5930ToolTip_ToggleMaterialTimeUpdates=Toggle Material Time Updates Globally
5931ToolTip_ToggleMayaMode=Toggle Maya Control Mode
5932ToolTip_ToggleModifierWindow=Toggle Modifier Window
5933ToolTip_TogglePreviewEnvironmentSphere=Toggle Preview Environment Sphere
5934ToolTip_ToggleQuickProcBuilding=Toggles quick ProcBuilding mode
5935ToolTip_ToggleRotationGrid=Toggle the use of the rotation grid
5936ToolTip_ToggleShowFlags=Toggle Show Flags
5937ToolTip_ToggleSimulation=Toggle Simulation [S]
5938ToolTip_ToggleSocketSnapping=Enable/disable socket snapping
5939ToolTip_ToggleWidget=Toggle display/use of the widget
5940ToolTip_TranslationRotationWidget=Use the combined translation/rotation widget
5941ToolTip_TranslationWidget=Use the translation widget
5942ToolTip_UVOverlay=Show UV Overlay
5943ToolTip_UnFreezeAllGroups = UnFreeze selection for all groups
5944ToolTip_Undo=Undo the last action
5945ToolTip_UnfreezeAll=Unfreeze All Actors for Selection
5946ToolTip_UnlitMovement=Unlit Movement
5947ToolTip_UsageFilter=Usage Filter: Display only referenced assets
5948ToolTip_UseAnimSetCB=Use Selected AnimSet in Content Browser
5949ToolTip_UseSelectedStaticMeshInCB=Use Selected Static or Skeletal Mesh in Content Browser
5950ToolTip_UseSkelCompareGB=Use Selected Skeleton in Generic Browser
5951ToolTip_UseSkeletalMeshCB=Use Selected SkeletalMesh in Content Browser
5952ToolTip_UseViewOcclusion=View Occlusion
5953ToolTip_VeryFastCameraSpeed=Very Fast Camera Speed
5954ToolTip_ViewportLocked=Lock Viewport
5955ToolTip_ViewportType=Viewport Type
5956ToolTip_ViewportTypeSetting=Viewport Type (Left click to cycle, right click for menu)
5957Tools=Tools
5958ToolsMove=Move Tool
5959ToolsMoveRotate=Combined Move Rotate Tool
5960ToolsRotate=Rotate Tool
5961ToolsScale=Scale Tool
5962ToolsScaleNonUniform=Non Uniform Scale Tool
5963ToolsSelect=Select Tool
5964Tooltip_StaticMeshEditor_ShowUV_Channel=Which UV channel to show
5965Top=Top
5966TossFlashCache=Toss Flash Cache
5967TossFlashCache_Tooltip=Throw out the cached Flash data for this texture
5968TotalTexelMemory=Total Texel Memory (kB)
5969TrackDelete=Track Delete
5970TrackProperties=Track Properties
5971TrackFavorites=Track Favorites
5972TransactionIsActive=Undo Transaction Is Active Cannot Open Matinee.
5973Transaction_ConvertToVolume=Convert to Volume: `~
5974Transform=Transform
5975Transforming=Transforming
5976Translate=Translate
5977TranslateAnimation=Translate Animation
5978TranslateRotate=Combined Translate Rotate
5979TranslateSceneByOffset=Translate Scene by Offset
5980TranslateSocket=Translate Socket
5981TranslationMode=Translation Mode [W]
5982TranslucencySF=Translucency
5983TransmissionColor=TMission Color
5984TransmissionMask=TMission Mask
5985Tree=Tree
5986TriangleSortBackface=Draw Backface For Strips
5987TriangleSortMode=Custom Triangle Sorting Mode
5988TriangleSortModeLR=Triangle Sorting Left/Right Selection
5989Triangles_F=Triangles: -`~
5990Triangulate=Triangulate
5991Triggers=Triggers
5992TrimSoundCueEnd=Trim Sound End
5993TrimSoundCueStart=Trim Sound Start
5994Turn=Turn
5995TwoFileMustBeSameFormat=Both mesh files must be the same file format: FBX or PSK
5996TwoSided=Two Sided
5997Type=Type
5998TypeData=TypeData
5999TypeOfGeometry=Geometry Style
6000U=U
6001UDKTitle=Unreal Development Kit
6002UDKTitle_RHI_F=Unreal Development Kit (`~ bit, `~)
6003UDNWarningErrorHelpF1=UDN Warning/Error Help (F1)
6004UEFError_FailedToCreateXML=Failed to create profile, an unknown error has occurred:\n`~
6005UEFError_FailedToFindMap=Failed to find current map for cooking, please ensure that it is saved:\n`~
6006UEFError_FailedToFindUFE=Failed to find UnrealFrontend, please verify that the file is present:\n`~
6007UEFError_FailedToLaunchUFE=Failed to launch UnreadFrontend, an unknown error has occurred.
6008UEFError_FailedToSave=Failed to save modified files, please verify that all modified files can be saved.
6009UEFError_UFEFailed=UnrealFrontend failed with error code:\n`~
6010UPanAmount=U Pan Amount:
6011UVChannelText=UV Channel
6012UVChannels_F=UV Channels: -`~
6013UVGenerationSuccessful=UV Generation Successful. -Charts Generated = , Max Stretch Generated = .2.
6014UVIndex=UV Index (From 0):
6015UVOverlay=UV Overlay
6016UVOverlay_F=Showing UV channel `~ for LOD `~
6017UVOverlay_SkelMesh_F=Showing UV channel `~ for material `~ for LOD `~
6018UVOverlay_SkelMesh_AllMaterials_F=Showing UV channel `~ for all materials for LOD `~
6019UberConvert=Uber Convert
6020UberModuleConvertConfirm=Convert emitter to Uber module?
6021UnBakePivot=Reset PrePivot
6022UnFreezeAllGroups =Make All Groups UnFrozen
6023UnHideAll=UnHide All
6024UnableToEditCinemaOfInvisibleLevel=Unable to edit a cinema in a level that is not visible. Please make '%s' visible and try again.
6025UnableToMoveToInvisibleLevel=Unable to move actors to levels that are invisible.
6026UnableToMoveToInvisibleOrLockedLevel=Unable to move actors to levels that are invisible or locked.
6027UnableToPasteGroupIntoCameraAnim=Unable to paste a group into a CameraAnim.
6028UnableToPasteOnlyOneDirectorGroup=Unable to complete paste operation. -You can only have 1 director group per UnrealMatinee.
6029UnableToSaveInvisibleLevels=Save aborted. -Levels must be made visible before they can be saved.
6030UnableToSaveLockedLevels=Save aborted. -Level must be unlocked before it can be saved.
6031UnableToSaveSomeInvisibleLevels_F=Some levels were invisible and could not be saved. -The following levels were not saved:\n\n`~
6032UnableToSaveSomeLockedLevels_F=Some levels were locked and could not be saved. -The following levels were not saved:\n\n`~
6033UncheckAll=Uncheck All
6034Undefining=Undefining
6035Underline="Underline"
6036Undo=Undo
6037UndoA=Undo\tCtrl Z
6038UndoLastAction=Undo the last action
6039Undo_F=Undo `~
6040Undo_FA=Undo `~\tCtrl+Z
6041Undo_SnapBrushOrigin=Snap Brush Origin
6042Undo_SnapBrushVertices=Snap Brush Vertices
6043UnfixBody=Unfix Body
6044UnfixBodyBelow=Unfix All Bodies Below..
6045UnfreezeAll=Unfreeze All Actors\tCtrl+U
6046UnitTest_Errors=Errors:
6047UnitTest_Fail=Fail
6048UnitTest_GenericImport_NoFilesFoundToImport=No files found in directory `~ to import.
6049UnitTest_LogItems=Log Items:
6050UnitTest_Results=Unit Test Results:\n
6051UnitTest_SimpleOutput=`~ Errors, `~ Warnings, `~ Log Items
6052UnitTest_SpecificTestNotRunDueToSlowTask=Cannot run test `~, as another slow task is already in progress.
6053UnitTest_Success=Success
6054UnitTest_TestNotFound=Test `~ does not exist and could not be run.
6055UnitTest_TestNotValid=Test `~ is not valid for the current application settings and could not be run.
6056UnitTest_TestsNotRunDueToSlowTask=Cannot run unit tests, as another slow task is already in progress.
6057UnitTest_Warnings=Warnings:
6058UnitTest_WindowTitle=Unit Tests
6059UnlinkCrowdDestinations=Unlink Crowd Destinations\tCtrl+Shift+U
6060Unlit=Unlit
6061Unload=Unload
6062UnloadDirtyObjectsList=The following objects have been modified and cannot be unloaded:
6063UnloadDirtyObjectsSave=Saving these objects will allow them to be unloaded.
6064UnloadE=Unload...
6065Unloading=Unloading
6066Unloadingf=Unloading `~...
6067UnlockAllLevels=Unlock All
6068UnlockReadOnlyLevels=Unlock read only levels
6069UnlockSelectedLevels=Unlock Selected Levels
6070UnmappedTexelsMemory=Unmapped Memory Cost (kB)
6071UnmirrorAnimation=Unmirror Animation
6072Unmotorise=Disable Motor
6073UnmotoriseBelow=Disable Motors Below..
6074UnrealEd=UnrealEd
6075UnrealEdCaption_F=`~ `~
6076UnrealEdStartup_GameAssetDatabaseStartupWarnings=Warning: -The editor's asset database encountered a problem while starting up, so some asset tagging and browsing features will be unavailable. -Usually, this is because the asset database SQL server isn't accessible. -Check the log file for details.\n\n(You can use the -NoGADWarning command line option to suppress this message, or you can switch to "offline mode" by editing your configuration files. -See UDN documentation for more info.)
6077UnrealEdTitle_F=Unreal Editor for `~
6078UnrealEdTitle_RHI_F=Unreal Editor for `~ (`~ bit, `~)
6079UnrealEdVersion=Version: `~ Changelist: `~
6080UnrealEdVersionTitle=`~\nCopyright © 1998 2013 -Epic Games, Inc.\nAll rights reserved.
6081UnsmoothStaticMeshes=Unsmooth static meshes
6082Untitled=Untitled
6083UnusedLightmapPercent_F=Estimated Unused Lightmap Percentage: `~
6084Update=Update
6085UpdateAll=Update All
6086UpdateBaseToProcBuilding=Update Base to Proc Building
6087UpdateBounds=Update Bounds
6088UpdateFromAnim=Update From Anim
6089UpdateKeyframe=Update Key Frame
6090UpdateLatest_F=Update '`~' to latest version
6091UpdateList=Update List
6092UpdateMorphTarget=Update Morph Targets
6093UpdatePrefabHiddenLevelsQ=Prefabs in hidden levels will not be updated. -Continue with prefab update?
6094UpdateReferencersQ=Update Referencers?
6095UpdateSceneCapture=Update Image Reflection Scene Capture
6096UsageFilterTypes[0]="Content Packages"
6097UsageFilterTypes[1]="Loaded Levels"
6098UsageFilterTypes[2]="Current Level"
6099UsageFilterTypes[3]="Visible Levels"
6100UseActorAsParentQ=Use 'Actor' As Parent?
6101UseContentBrowserSelection=Use Content Browser Selection
6102UseCurrentTexture=Use Current Texture
6103UseDragGrid=Use Drag Grid
6104UseErrorColoring=Use Error Coloring
6105UseGameplayStats=Use Gameplay Stats
6106UsePresetColors=Use Preset Colors
6107UseRotationGrid=Use Rotation Grid
6108UseSelectedMorphTargetSet=Use Selected MorphTargetSet in Content Browser
6109UseSelectedSkeletalMeshInBrowser=Use Selected SkeletalMesh In Browser
6110UseVertsWith=Use Verts With
6111UserProperty=User Property
6112UVOverlayChannelIdxLabel=Channel:
6113UVOverlaySectionIdxLabel=Material:
6114UVOverlayUVIdxLabel=UV:
6115V=V
6116VPanAmount=V Pan Amount:
6117VarMenu=Variable
6118Vertex=Vertex
6119VertexLightMap_Bytes=Vertex LightMap (Bytes)
6120VertexShadowMap_Bytes=Vertex ShadowMap (Bytes)
6121Vertices_F=Vertices: -`~
6122View=View
6123ViewAllBut=View All But
6124ViewAnimTree=View Animation Tree
6125ViewChunk=Show Chunks
6126ViewChunkMode=Show Mode
6127ViewEndOfTrack=Move to End of Track
6128ViewFitLoop=View Fit Loop
6129ViewFitLoopSequence=Fit View/Loop to Sequence
6130ViewFitSequence=View Fit Sequence
6131ViewFitToSelected=Fit View to Selected
6132ViewGraphically=View Graphically
6133ViewHorizontalGuides=Horizontal
6134ViewMode=View Mode
6135ViewModuleDump=View Module Dump
6136ViewOnly=View Only
6137ViewOriginAxes=View Origin Axes
6138ViewParticleCounts=View Particle Counts
6139ViewParticleEvents=View Particle Event Counts
6140ViewParticleGeometry=View Geometry
6141ViewParticleMemory=View Particle Memory
6142ViewParticlePerformanceMetrics=View Particle Performance Metrics
6143ViewParticleSizes=View Particle Sizes
6144ViewParticleTimes=View Particle Times
6145ViewParticleLifetime=View Estimated Particle System Lifetime
6146ViewPixelOverdrawDensity=View Pixel Overdraw Density
6147ViewReferencers=View What References This
6148ViewReferences=View What This References
6149ViewSource=View Source Code
6150ViewTextually= View Textually
6151ViewUVClipmapSaving=View UV Clipmap Savings
6152ViewUpTo=View Up To
6153ViewVerticalGuides=Vertical
6154Viewing=Viewing
6155ViewportConfiguration=Viewport Configuration
6156ViewportOptionsMenu_AllowMatineePreview=UnrealMatinee Preview
6157ViewportOptionsMenu_Show=Show
6158ViewportOptionsMenu_ShowFlagsQuickMenu=Show Flags Quick Menu
6159ViewportOptionsMenu_ToggleGameView=Game View\tG
6160ViewportOptionsMenu_ToggleRealTime=Real Time\tCtrl+R
6161ViewportOptionsMenu_Type=Viewport Type
6162ViewportOptionsMenu_UnlitMovement=Unlit Movement
6163ViewportOptions_AddCameraActor=Add camera actor here
6164ViewportOptions_AddCameraActor_ToolTip=Adds a camera actor at the current camera location/rotation
6165ViewportOptions_MakeViewOcclusionParent=View Culling/Occlusion
6166ViewportOptions_MakeViewOcclusionParent_ToolTip=Set this viewport to be the occlusion parent. -Use other viewports to view the occluded/culled scene.
6167ViewportOptions_ShowFPS=Show FPS\tShift+H
6168ViewportOptions_ShowFPS_ToolTip=Toggles display of frames per second (FPS) over real time viewports
6169ViewportOptions_ShowStats=Show Stats\tShift+L
6170ViewportOptions_ShowStats_ToolTip=Toggles display of stats over real time viewports
6171ViewportPresetSizes_Menu=Viewport Preset Sizes
6172ViewportShowFlagsMenu_VertexColorsSF=Vertex Colors
6173ViewportToolbar_ResizeToDevice=Resize to viewport to match device
6174ViewportToolbar_TearOffNewFloatingViewport=Tear Off Floating Copy
6175ViewsButtonBar_ToolTip_1x1Split=2x2 Split
6176ViewsButtonBar_ToolTip_1x2Split=2x2 Split
6177ViewsButtonBar_ToolTip_2x2Split=2x2 Split
6178ViewsButtonBar_ToolTip_SinglePerspectiveView=Single Perspective View
6179Visible=Visible
6180VisibleQ=Visible?
6181VisualizeDOFLayersSF=Visualize Depth of Field Layers
6182VisualizeSSAOSF=Visualize Screen Space Ambient Occlusion
6183Volume=Volume
6184VolumeActorNULLCollisionComponent=`~ : Volume actor has NULL collision component please delete!
6185VolumeActorVisibility=Show Volumes
6186VolumeActorZeroRadius=`~ : Volume actor has a collision component with 0 radius please delete!
6187VolumeButtonGroupLabel=Volumes
6188VolumesSF=Volumes\tO
6189WalkPastSmallBones=Walk Past Small Bones
6190WarnDialogFatTexture=\nThe following textures exceed the max limit of %.2f MB:\n\n
6191WarnDialogLODAssignment=\nThe following textures need their GroupLOD property assigned:\n\n
6192WarnDialogTextureResourceNull=Mesh component %s uses a material that refereneces a null, missing, or deleted texture.
6193WarnLogFatTexture=This texture (size=%.2f MB) exceeds the max size limit of %.2f MB.
6194WarnLogLODAssignment=This texture needs its GroupLOD property assigned: %s.
6195WarnLogStreamingTextureNotMarked=Texture should be marked with the bIsStreamingTexture flag, and can't be marked with bIsShared.
6196WarnNewMoveTrackOnStatic=WARNING: Creating Move Track on a Static Actor.\nAre you sure?
6197WarnTotalTexturesMaxed=\nThe accumulated texture limit of %.2f MB for this package has been exceeded by: %.2f MB\n
6198WarningLargePieceCount64k=The slice counts you have selected are likely to produce more than `~ pieces. -There is a 64k piece limit. -Select OK to continue, or Cancel to abort.
6199WarningLargePieceCount=The slice counts you have selected are likely to produce more than `~ pieces. -Select OK to continue, or Cancel to abort.
6200WarningLargePieceCount_Title=Large Piece Count Warning
6201WarningNoSkelInfluences=Warning skeletal mesh is has no vertex influences
6202Warning_CompileErrorsInMaterial=The Current Material has compilation errors.\nAre you sure you wish to continue?
6203Warning_CompileErrorsInMaterial_Title=Warning: Compilation errors in this Material
6204Warning_CouldNotAddToPerforce=There was an error attempting to mark this file for add!
6205Warning_ExternalPackageRef=The following packages have references to external packages: \n`~\nExternal packages won't be found when in a game and all references will be broken. -Proceed?
6206Warning_IncompatibleFBX_Title=Warning: Incompatible FBX version.
6207Warning_InterpActorAttachedToNodeWithLODConflicts='`~' : InterpActor is attached to a node which doesn't exist in all LOD of the skeletal mesh
6208Warning_LargeFileImport=Attempting to import a very large file, proceed?\nFile Size: `~ MB
6209Warning_LargeTextureImport=Attempting to import `~ x `~ texture, proceed?\nLargest supported texture size: `~ x `~
6210Warning_ManyActors=Warning: Many Actors
6211Warning_ManyActorsForDeselect=There are `~ selected actors. Are you sure you want to deselect them all?
6212Warning_ManyActorsForGroupSelect=There are `~ actors in the world. Are you sure you want to continue?
6213Warning_ManyActorsForInvertSelect=There are `~ actors in the world. Are you sure you want to invert selection on them all?
6214Warning_ManyActorsForSelect=There are `~ actors in the world. Are you sure you want to select them all?
6215Warning_ManyActorsToSelectOne=There are `~ selected actors. Selecting this actor will deselect them all. Are you sure?
6216Warning_MaterialEditorFallbackParameterMismatch=Warning: Some parameters in the Fallback Material do not also exist in the Base Material: -%s -\nMaterial Instances won't be able to access these parameters. -Do you want to continue anyway?
6217Warning_NPTTexture=The texture you are importing is not a power of two. -Non power of two textures are never streamed and have no mipmaps. Proceed?
6218Warning_NPTTextureNotAMultipleOfFour=Non power of two textures must be multiples of four. -DXT compress requires this.
6219Warning_NoNameSpecified=The file could not be added to Perforce because no file name was specified!
6220Warning_OutOfDateFBX=An out of date FBX has been detected.\nImporting different versions of FBX files than the SDK version can cause undesirable results.\n\nFile Version: `~\nSDK Version: `~
6221Warning_SkeletalMeshActorAnimTreeTemplateAssigned='`~' : SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have its' AnimTreeTemplate set to None
6222Warning_SkeletalMeshActorAnimationsNotAssignedCorrectly='`~' : -SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have their Animations set to something other than an AnimNodeSequence
6223Warning_SkeletalMeshActorMATAnimTreeTemplateNotAssigned='`~' : SkeletalMeshActorMAT (Matinee Anim Tree) should have an AnimTreeTemplate assigned
6224Warning_SkeletalMeshActorMATAnimationsAssigned='`~' : SkeletalMeshActorMAT (Matinee Anim Tree) should have Animations set to None
6225Warning_SwfArtImportErrors_Title=Import Errors.
6226Warning_TextureNotAPowerOfTwo=Cannot import texture with non power of two dimensions
6227Warning_UsingExternalObject=Externally referenced
6228Warning_UsingExternalPackage=This map is using externally referenced packages which won't be found when in a game and all references will be broken. Perform a map check for more details.\n\nWould you like to continue?
6229Warning_WarningHiddenLevelsBeforeRebuild=Lighting will only be built for visible levels, and these levels are not visible: `~. -Doing a partial rebuild.
6230Warning_WarningHiddenLevelsBeforeRebuildTitle=Hidden levels
6231Warning_WritableObjectsNotCheckedOut=The following objects are writable on disk but not checked out from source control:`~
6232Warning_WritableObjectsNotCheckedOutTitle=Writable objects Not Checked Out
6233WarningsAndErrors=Warnings/Errors
6234WelcomeScreen_Title=Welcome!
6235Weld=Weld
6236WeldBodies=Weld Bodies
6237WeldTo=WELD TO...
6238WeldToThisBody=Weld To This Body.. [D]
6239WidgetSettings_AbsoluteTranslation=Use Absolute Translation
6240WidgetSettings_AbsoluteTranslation_Tooltip=Use Absolute Translation
6241WidgetSettings_IncludeTranslateRotateZWidget=Enable Combined Translate/Rotate Widget
6242WidgetSettings_IncludeTranslateRotateZWidget_Tooltip=Include the multi purpose Translate/Rotate Z tool when cycling through widgets
6243WidgetSettings_Title=Widget Settings
6244Wind=Wind
6245Wire=Wire
6246Wireframe=Wireframe
6247WithReferences=With References
6248World=World
6249WorldFrame=World Frame
6250WorldOrigin=World Origin
6251WorldPositionOffset=World Position Offset
6252WorldProperties=World Properties
6253WxDlgFbxSceneInfo_Title=FBX Scene Info
6254WxDlgFbxStaticMeshLODImport_Title=Import LOD
6255WxDlgMorphFbxImport_LODGroupNames=Mesh to import:
6256WxDlgMorphLODFbxImport_Header=Select morph target for FBX morph (`~) on LOD level `~:
6257WxDlgMorphLODImport_Filename=Import from file:
6258WxDlgMorphLODImport_LODLevel=LOD Index
6259WxDlgMorphLODImport_MorphObject=Morph Target Object
6260WxDlgMorphLODImport_Title=Morph Target LOD Import
6261X=X
6262XAxis=X Axis
6263Xbox360FileSize=Xbox360 File Size (Bytes)
6264XorWithMemory=Xor With Memory
6265Y=Y
6266YAxis=Y Axis
6267Yaw=Yaw
6268Yes=Yes
6269YesToAll=Yes to All
6270Z=Z
6271ZAxis=Z Axis
6272ZeroExtent=Zero Extent
6273ZoneColorsSF=Zone Colors
6274Zoning=Zoning
6275ZoomMode=Zoom Mode
6276ZoomToFit=Zoom To Fit
6277ZoomToScrubPos=Zoom To Scrub Position
6278
6279[Errors]
6280DDrawMode=DirectDraw was unable to set the requested video mode
6281Error_LightmapExportRequiresUnCompressed=Lightmap compression must be disabled for re importing Lightmaps.
6282Failed3D=3d hardware initialization failed
6283LoadWarningSuffix_circularredirection=" [circular redirection]"
6284LoadWarningSuffix_privateobject=" [private]"
6285LoadWarningSuffix_redirection=" [redirection]"
6286
6287[CommandNames]
6288CurveEditor_ChangeInterpModeAUTO=Interp Mode AUTO
6289CurveEditor_ChangeInterpModeAUTO_Desc=Interp Mode AUTO
6290CurveEditor_ChangeInterpModeBREAK=Interp Mode BREAK
6291CurveEditor_ChangeInterpModeBREAK_Desc=Interp Mode BREAK
6292CurveEditor_ChangeInterpModeCONSTANT=Interp Mode CONSTANT
6293CurveEditor_ChangeInterpModeCONSTANT_Desc=Interp Mode CONSTANT
6294CurveEditor_ChangeInterpModeLINEAR=Interp Mode LINEAR
6295CurveEditor_ChangeInterpModeLINEAR_Desc=Interp Mode LINEAR
6296CurveEditor_ChangeInterpModeUSER=Interp Mode USER
6297CurveEditor_ChangeInterpModeUSER_Desc=Interp Mode USER
6298CurveEditor_FitViewHorizontally=Fit View Horizontally
6299CurveEditor_FitViewHorizontally_Desc=Zoom the view to fit all content horizontally
6300CurveEditor_FitViewToAll=Fit View to All
6301CurveEditor_FitViewToAll_Desc=Zoom the view to fit all content (horizontally and vertically)
6302CurveEditor_FitViewToSelected=Fit View to Selected
6303CurveEditor_FitViewToSelected_Desc=Zoom to fit the selected keys in view
6304CurveEditor_FitViewVertically=Fit View Vertically
6305CurveEditor_FitViewVertically_Desc=Zoom the view to fit all content vertically
6306Matinee_AddKey=Add New Key
6307Matinee_ChangeKeyInterpModeAUTO=Key Interp Mode AUTO
6308Matinee_ChangeKeyInterpModeAUTO_Desc=Key Interp Mode AUTO
6309Matinee_ChangeKeyInterpModeBREAK=Key Interp Mode BREAK
6310Matinee_ChangeKeyInterpModeBREAK_Desc=Key Interp Mode BREAK
6311Matinee_ChangeKeyInterpModeCONSTANT=Key Interp Mode CONSTANT
6312Matinee_ChangeKeyInterpModeCONSTANT_Desc=Key Interp Mode CONSTANT
6313Matinee_ChangeKeyInterpModeLINEAR=Key Interp Mode LINEAR
6314Matinee_ChangeKeyInterpModeLINEAR_Desc=Key Interp Mode LINEAR
6315Matinee_ChangeKeyInterpModeUSER=Key Interp Mode USER
6316Matinee_ChangeKeyInterpModeUSER_Desc=Key Interp Mode USER
6317Matinee_Copy=Copy Groups/Tracks
6318Matinee_CropAnimationBeginning=Crop Animation Beginning
6319Matinee_CropAnimationEnd=Crop Animation End
6320Matinee_Cut=Cut Groups/Tracks
6321Matinee_DecrementPosition=Decrement Interpolation Position
6322Matinee_DeleteSelection=Delete Selection
6323Matinee_DuplicateSelectedKeys=Duplicate Selected Keys
6324Matinee_IncrementPosition=Increment Interpolation Position
6325Matinee_MarkInSection=Mark Section IN
6326Matinee_MarkOutSection=Mark Section OUT
6327Matinee_MoveActiveDown=Select Next Track
6328Matinee_MoveActiveUp=Select Previous Track
6329Matinee_MoveToNextKey=Move To Next Key
6330Matinee_MoveToPrevKey=Move To Previous Key
6331Matinee_Paste=Paste Groups/Tracks
6332Matinee_PlayForward=Play Forward
6333Matinee_PlayReverse=Play Reverse
6334Matinee_Redo=Redo
6335Matinee_SplitAnimKey=Split Animation Key
6336Matinee_Stop=Stop Playback
6337Matinee_TogglePlayPause=Toggle Play/Pause
6338Matinee_ToggleSnap=Toggle Snap To Keys
6339Matinee_Undo=Undo
6340Matinee_ViewEndOfTrack=Move to End of Track
6341Matinee_ViewEndOfTrack_Desc=Moves the view to the end of the currently selected track(s)
6342Matinee_ViewFitLoop=Fit View to Loop
6343Matinee_ViewFitLoopSequence=Fit View/Loop to Sequence
6344Matinee_ViewFitLoopSequence_Desc=Resets the loop markers and zooms the view to fit the entire sequence
6345Matinee_ViewFitLoop_Desc=Zoom the view to fit the looping section
6346Matinee_ViewFitSequence=Fit View to Sequence
6347Matinee_ViewFitSequence_Desc=Zoom the view to fit the entire sequence
6348Matinee_ViewFitToSelected=Fit View to Selected
6349Matinee_ViewFitToSelected_Desc=Zoom the view to fit the selected keys
6350Matinee_ZoomIn=Zoom In
6351Matinee_ZoomInAlt=Zoom In (Alternate)
6352Matinee_ZoomOut=Zoom Out
6353Matinee_ZoomOutAlt=Zoom Out (Alternate)
6354
6355[WxClient]
6356ClassCaption="WxWindows Manager"
6357
6358[CommandCategoryNames]
6359Cascade=Cascade
6360CurveEditor=Curve Editor
6361Kismet=Kismet
6362LevelEditor=Level Editor
6363MaterialEditor=Material Editor
6364Matinee=Matinee
6365
6366[Lightmass]
6367LightmassError_BadLightMapCoordinateIndex=StaticMesh has invalid LightMapCoordinateIndex.
6368LightmassError_BuildSelected=Building selected actors only, lightmap memory and quality will be sub optimal until the next full rebuild.
6369LightmassError_BuildSelectedNothingSelected=Building selected actors and BSP only, but no actors or BSP selected!
6370LightmassError_EmissiveFracturedMesh=A fractured static mesh had bUseEmissiveForStaticLighting=true, which is not supported on fractured static meshes due to their geometric complexity.
6371LightmassError_EmissiveMeshExtremelyHighPolyCount=Object did not create emissive lights even though it had bUseEmissiveForStaticLighting=true due to excessive polycount (more than 5000).
6372LightmassError_EmissiveMeshHighPolyCount=Object has bUseEmissiveForStaticLighting=true, but a large number of polygons (more than 3000) and will result in a long lighting build.
6373LightmassError_MissingImportanceVolume=No importance volume found lighting build will take a long time.
6374LightmassError_MissingPrecomputedVisibilityVolume=Level has bPrecomputeVisibility enabled but no Precomputed Visibility Volumes, precomputed visibility will not be effective.
6375LightmassError_ObjectMultipleDominantLights=Object is affected by multiple dominant lights, each primitive can only be affected by one dominant light at most.
6376LightmassError_ObjectOverlappedUVs=Object has overlapping UVs.
6377LightmassError_ObjectWrappedUVs=Object has wrapping UVs.
6378LightmassError_SupportFP=Lightmass requires a graphics card with support for floating point rendertargets. Aborting!
6379UseErrorColoringButton_Tooltip=Display objects with lighting errors in identifying colors rather than black (Lightmass only).
6380UseLightmassButton_Tooltip=Allows you to temporarily override the World Properties setting.
6381
6382[PackageDirtyFlags]
6383CrossLevelRefsChanged=Cross level references have been modified in this map. These changes require that all modified maps be saved.
6384HasCriticalErrors=Warning, this package has critical errors. Please resolve them and save the package.
6385PostLoadFixUp=Changes to the object were made during loading.
6386StreamingVolumeCrossLevelRefsChanged=Streaming volume cross level references have been modified in this map. -Without the map save the streaming functionality may not work.
6387GUIDsRegeneratedOnLoad=File contains a copy of GUIDs from another file which must be regenerated. Resave the asset to fix this problem.
6388OutdatedLastSavePath=Object has been moved, renamed or copied outside of the editor and must be resaved.
6389SplineAutoReimport=Spline auto reimport occurred due to a source mesh change.
6390InvalidDueToMaterialParentageChange=Parent was invalidated and reset to the default material due to a cycle that was detected in the material parentage.
6391InvalidDueToMaterialFunctionChange=Must be resaved due to a change in a referenced material function.
6392InvalidDueToMaterialDecalChange=The material decal setup on a material used by the mesh has changed and the properties have been propogated to the skeletal mesh.
6393GenericDirty=Asset has been updated due to user content changes.
6394CurveEditorSetupChanges=Curve editor changes editor only data.
6395NewAsset=New Asset.
6396ReferencesMovedObject=Must be resaved because it contains references to moved objects.
6397
6398[UIEditor]
6399DataSet=Data Set
6400DataSource=Data Source
6401DlgAddCalloutButton_Error_ExistingChild="There is already a button with that name. -Please choose another name for the new button."
6402DlgAddCalloutButton_Error_ExistingTag="There is already a button using that input alias. Please choose a different alias."
6403DlgAddCalloutButton_Label_ButtonClass="Choose Class:"
6404DlgAddCalloutButton_Label_InputAlias="Choose Alias:"
6405DlgAddCalloutButton_Label_WidgetTag="Widget Tag:"
6406DlgAddCalloutButton_Title="Add Callout Button"
6407DlgAddCalloutButton_ToolTip_ButtonClass="Choose the class to use for the new button."
6408DlgAddCalloutButton_ToolTip_InputAlias="Choose the button alias to associate with this button."
6409DlgAddCalloutButton_ToolTip_WidgetTag="Enter a unique name for this button. -This is the name that will appear in the scene browser tree."
6410DlgChooseNewKey_Title="Select Input Key"
6411DlgChooseTabPageClass_ComboCaption="Page Class:"
6412DlgChooseTabPageClass_Title="Choose the type of page to add"
6413DlgDiffStates_LayoutGroupCaption=Panel Layout
6414DlgDiffStates_Layout_Horizontal=Horizontal
6415DlgDiffStates_Layout_Vertical=Vertical
6416DlgDiffStates_Title_f="Comparing States of Style: `~ "
6417DlgDockingEditor_HelpText_DockFace="Choose which face from the target widget should be docked to."
6418DlgDockingEditor_HelpText_DockPadding="Choose the amount of padding for this face. -Positive values push the docked widget, while negative values pull the docked widget."
6419DlgDockingEditor_HelpText_DockPaddingType="Controls how the padding value is interpreted. -Percentage values must be between 0 and 1."
6420DlgDockingEditor_HelpText_DockTarget="Select the widget this face should be docked to."
6421DlgDockingEditor_Label_DockTarget="Left,Top,Right,Bottom"
6422DlgDockingEditor_Title="Docking Editor"
6423DlgDockingEditor_ToolTip_DockFace="Target Face"
6424DlgDockingEditor_ToolTip_DockPadding="Padding"
6425DlgDockingEditor_ToolTip_DockPaddingType="Padding Value Type"
6426DlgDockingEditor_ToolTip_DockTarget="Target Widget"
6427DlgEditStyle_Title_f="Editing Style: `~"
6428DlgEditStyle_Warning_ModifiedStateRevert=You have modified data for an unchecked state, leaving this state unchecked will cause it to be reverted to the parent style value.\n Do you want to lose the changes made to the unchecked states?
6429DlgEditStyle_Warning_Title=Unchecked States Revert
6430DlgNewSkin_Label_PackageName="Package Name:"
6431DlgNewSkin_Label_SkinName="Skin Name:"
6432DlgNewSkin_Title="Create New Skin"
6433DlgNewStyle_HelpText_StyleClass="Choose the type of style to create."
6434DlgNewStyle_HelpText_StyleName="This is the name that will appear in the style browser."
6435DlgNewStyle_HelpText_StyleTag="This name will be used to reference this style from unrealscript. -It cannot contain spaces."
6436DlgNewStyle_HelpText_StyleTemplate="Choose the style to base this style on. -Any changes made to the base style will be propagated to the new style."
6437DlgNewStyle_Label_StyleClass="Style Type"
6438DlgNewStyle_Label_StyleGroupName="Group Name:"
6439DlgNewStyle_Label_StyleGroupNameNoExist="Group '`~' doesn't exist. Do you want to create this group?"
6440DlgNewStyle_Label_StyleGroupName_ToolTip="Select existing group from list or enter name for new group and press Enter"
6441DlgNewStyle_Label_StyleName="Friendly Name:"
6442DlgNewStyle_Label_StyleTag="Unique Tag:"
6443DlgNewStyle_Label_StyleTemplate="Template:"
6444DlgNewStyle_Title="Create New Style"
6445DlgNewStyle_Tooltip_StyleClass="Type Of Style"
6446DlgNewStyle_Tooltip_StyleName="Style Name"
6447DlgNewStyle_Tooltip_StyleTag="Style Tag"
6448DlgNewStyle_Tooltip_StyleTemplate="Style Template"
6449DlgRemoveTabPage_ComboCaption="Page Number:"
6450DlgRemoveTabPage_Title="Choose the page to remove"
6451DlgRenameLayer_Error_EmptyName="You must specify a name for the layer."
6452DlgRenameLayer_Label="Enter the new tag for the Layer"
6453DlgRenameLayer_Title="Rename Layer"
6454DlgRenameScene_Error_EmptyName="You must specify a name for the scene."
6455DlgRenameScene_Error_NameInUse="That name is already in use by another scene within the same package."
6456DlgRenameScene_Label="Enter the new tag for the scene"
6457DlgRenameScene_Title="Rename Scene"
6458DlgRenameWidget_Error_EmptyName="You must specify a name for the widget."
6459DlgRenameWidget_Error_NameInUse="That name is already in use by another widget within the same parent"
6460DlgRenameWidget_Label="Enter the new tag for the widget"
6461DlgRenameWidget_Title="Rename Widget"
6462DlgSelectWidget_Label="Choose a widget from the list"
6463DlgSelectWidget_Title="Select Widget"
6464DlgUIAddSoundCue_Title="Add UISoundCue"
6465DlgUICreateConfigDataTag_DataStorePath="Data Store: `~"
6466DlgUICreateConfigDataTag_EditMode_Title="Edit Data Tag"
6467DlgUICreateConfigDataTag_Error="Error"
6468DlgUICreateConfigDataTag_NeedText="All of the text fields need to be filled out!"
6469DlgUICreateConfigDataTag_ReadOnlyError="'`~' is marked read only. -Unable to save changes."
6470DlgUICreateConfigDataTag_Section="Section"
6471DlgUICreateConfigDataTag_Tag="Tag"
6472DlgUICreateConfigDataTag_Title="Add Data Tag"
6473DlgUICreateConfigDataTag_Value="Value"
6474DlgUICursorEditor_CursorName="Cursor Name: `~"
6475DlgUICursorEditor_CursorStyle="Cursor Style"
6476DlgUICursorEditor_CursorTexture="Cursor Texture"
6477DlgUICursorEditor_Error="Error"
6478DlgUICursorEditor_InvalidStyle="Invalid style specified."
6479DlgUICursorEditor_InvalidTexture="Invalid texture specified."
6480DlgUICursorEditor_Title="Edit Cursor"
6481DlgUIEditSoundCue_Label="UI Sound Cue Parameters"
6482DlgUIEditSoundCue_MenuItem_ModifySoundCues="Modify Skin Sound Cues"
6483DlgUIEditSoundCue_Title="Edit UISoundCue"
6484DlgUIEditSoundCue_ToolTip_NameCombo="Choose the name to assign to this UI Sound Cue"
6485DlgUIEditSoundCue_ToolTip_SoundCueBrowse="Display the Content Browser"
6486DlgUIEditSoundCue_ToolTip_SoundCuePath="The path name for the SoundCue assigned to this UI Sound Cue"
6487DlgUIEditSoundCue_ToolTip_SoundCueUse="Assign the currently selected SoundCue to this UI Sound Cue"
6488DlgUIEventKeyBindings_AddKey_ExistingBindingsError='`~' is already bound to the following aliases for class `~:\n`~\n\nWould you like to continue and bind this key anyway (for example, if you are planning to use a different set of modifier keys)?
6489DlgUIEventKeyBindings_AvailableKeys="Available Keys"
6490DlgUIEventKeyBindings_BoundKeys="Bound Keys"
6491DlgUIEventKeyBindings_CloseDialog_ExistingBindingsError=The following input keys are currently bound to multiple input aliases (this message has also been written to the log). -Only the last input alias bound to the corresponding key will work correctly in the game:\n\n`~\n\nWould you like to continue anyway? -Select 'Yes' to save these bindings and continue or 'No' to return to the dialog.
6492DlgUIEventKeyBindings_ExcludedLabel="Excluded"
6493DlgUIEventKeyBindings_Key="Key"
6494DlgUIEventKeyBindings_MenuItem_NewKey="Bind New Input Key"
6495DlgUIEventKeyBindings_MenuItem_RemoveKey="Unbind Input Key"
6496DlgUIEventKeyBindings_ModifierLabel="Modifiers"
6497DlgUIEventKeyBindings_NewKeyLabel="New Key"
6498DlgUIEventKeyBindings_ReadOnlyError="'`~' is marked read only. -Unable to save changes."
6499DlgUIEventKeyBindings_RequiredLabel="Required"
6500DlgUIEventKeyBindings_StatesLabel="States"
6501DlgUIEventKeyBindings_Title="Bind UI Event Alias Key Defaults"
6502DlgUIEventKeyBindings_Tooltip_AvailableKeys="Press the desired key to select it, or hold Ctrl and left click to select a key using the mouse"
6503DlgUIEventKeyBindings_WidgetClass="Widget Class"
6504DlgUIEventKeyBindings_WidgetEvents="Supported Input Aliases"
6505DlgUIEvent_MetaObject_AvailableKeys="Available Keys"
6506DlgUIEvent_MetaObject_BoundKeys="Bound Keys"
6507DlgUIEvent_MetaObject_Event="Event"
6508DlgUIEvent_MetaObject_Key="Key"
6509DlgUIEvent_MetaObject_Title="Bind Event Keys"
6510DlgUIListEditor_ListGrid = "List Representation"
6511DlgUIListEditor_Title = "List Editor"
6512DlgUISkinEditor_CursorTexture = "Cursor Texture"
6513DlgUISkinEditor_Cursors = "Cursors"
6514DlgUISkinEditor_Error = "Error"
6515DlgUISkinEditor_ErrorCursorExists = "Cursor with the name '`~' already exists in this skin."
6516DlgUISkinEditor_Name = "Name"
6517DlgUISkinEditor_RenameCursor = "Enter a new name for the cursor: "
6518DlgUISkinEditor_Skin = "Skin"
6519DlgUISkinEditor_SoundCueSound="Sound"
6520DlgUISkinEditor_SoundCues=Sound Cues
6521DlgUISkinEditor_Style = "Style"
6522DlgUISkinEditor_StyleGroups="Groups"
6523DlgUISkinEditor_Styles = "Styles"
6524DlgUISkinEditor_Title = "Skin Editor"
6525DlgUIWidgetEvents_EnabledEvents="Enabled Event Aliases"
6526DlgUIWidgetEvents_ModifyEventDefaults="Modify Event Alias Defaults"
6527DlgUIWidgetEvents_Title="Enable/Disable Widget Event Aliases"
6528DlgUIWidgetEvents_WidgetF="Widget: `~"
6529Error_ChangeCalloutAlias_Multiple="You can only change the input alias for one button at a time."
6530ImageAlignmentCaption[0]="Horizontal"
6531ImageAlignmentCaption[1]="Vertical"
6532ImageAlignment_Label_Adjustment="Adjustment Type:"
6533ImageAlignment_Label_Alignment="Image Alignment:"
6534ImageAlignment_Label_Gutter[0]="Left Gutter:,Right Gutter:"
6535ImageAlignment_Label_Gutter[1]="Top Gutter:,Bottom Gutter:"
6536ImageCoordinates_Label[0]="Sample Position:"
6537ImageCoordinates_Label[1]="Sample Size:"
6538MultipleObjects=(multiple objects)
6539ProjWiz_TemplateDesc_Template1=An empty project with a single map. -More awesome descriptions about this project type will go here.
6540ProjWiz_TemplateName_Template1=Empty Project
6541SceneEditorTitle_f=Unreal UIScene Editor: `~
6542Sentinel=Sentinel
6543StatName=Stat Name
6544StyleBrowser_HelpText_SkinCombo="Changes the currently active skin. -This affects the appearance of styles assigned to widgets in the scene."
6545StyleBrowser_ToolTip_SkinButton="Load Skin"
6546StyleBrowser_ToolTip_SkinCombo="Active Skin"
6547StylePropertiesCombo_Caption="Combo Options"
6548StylePropertiesCombo_Label_ImageStyle="Image Style:"
6549StylePropertiesCombo_Label_TextStyle="Text Style:"
6550StylePropertiesCombo_RadioButton_Custom="Custom"
6551StylePropertiesCombo_RadioButton_Existing="Existing"
6552StylePropertiesCombo_ToolTip_ImageState="Choose the menu state to use from this style"
6553StylePropertiesCombo_ToolTip_ImageStyle="Choose an image style."
6554StylePropertiesCombo_ToolTip_TextState="Choose the menu state to use from this style"
6555StylePropertiesCombo_ToolTip_TextStyle="Choose a text style."
6556StylePropertiesCommon_Caption="Basic Options"
6557StylePropertiesCommon_HelpText_StyleColor="Click to choose a color for this style."
6558StylePropertiesCommon_Label_AlphaValue="Alpha Value:"
6559StylePropertiesCommon_Label_Padding="Padding:"
6560StylePropertiesCommon_Label_PaddingH="H:"
6561StylePropertiesCommon_Label_PaddingV="V:"
6562StylePropertiesCommon_Label_StyleColor="Style Color:"
6563StylePropertiesCommon_Label_StyleID="Style ID:"
6564StylePropertiesCommon_MenuDiffProperties="Compare Properties"
6565StylePropertiesCommon_ToolTip_PaddingH="Controls the amount of horizontal padding to apply (in pixels), assuming a resolution of 1024x768. -This value will be scaled by resolution."
6566StylePropertiesCommon_ToolTip_PaddingV="Controls the amount of vertical padding to apply (in pixels), assuming resolution of 1024x768. -This value will be scaled by resolution"
6567StylePropertiesCommon_ToolTip_StyleColor="Choose Color"
6568StylePropertiesCommon_ToolTip_StyleID="Unique Style Identifier"
6569StylePropertiesImage_Caption="Image Options"
6570StylePropertiesImage_Label_DefaultTexture="Default Texture:"
6571StylePropertiesText_Alignment[0]="Left,Center,Right"
6572StylePropertiesText_Alignment[1]="Top,Center,Bottom"
6573StylePropertiesText_AutoScaleMode_Options[0]="Disabled"
6574StylePropertiesText_AutoScaleMode_Options[1]="Normal"
6575StylePropertiesText_AutoScaleMode_Options[2]="Maintain Aspect Ratio"
6576StylePropertiesText_AutoScaleMode_Options[3]="Resolution Based"
6577StylePropertiesText_Caption="Text Options"
6578StylePropertiesText_Label_Alignment="Alignment:"
6579StylePropertiesText_Label_Attributes="Attributes:"
6580StylePropertiesText_Label_AutoScaleMode="Scale To Fit:"
6581StylePropertiesText_Label_ClipAlignment="Clipping Alignment:"
6582StylePropertiesText_Label_ClipMode="Clipping Mode:"
6583StylePropertiesText_Label_Font="Font:"
6584StylePropertiesText_Label_HorzAbbreviation="H:"
6585StylePropertiesText_Label_MinAutoScale="Minimum Scale:"
6586StylePropertiesText_Label_Scale="Scale:"
6587StylePropertiesText_Label_ScaleX="X:"
6588StylePropertiesText_Label_ScaleY="Y:"
6589StylePropertiesText_Label_SpacingAdjust="Spacing:"
6590StylePropertiesText_Label_SpacingAdjustX="Chars:"
6591StylePropertiesText_Label_SpacingAdjustY="Lines:"
6592StylePropertiesText_Label_VertAbbreviation="V:"
6593StylePropertiesText_ToolTip_Alignment[0]="Horizontal Alignment"
6594StylePropertiesText_ToolTip_Alignment[1]="Vertical Alignment"
6595StylePropertiesText_ToolTip_AutoScaleMode="Choose whether text should be automatically scaled to fit into the bounding region."
6596StylePropertiesText_ToolTip_ClipAlignment="Determines the origin used for clipping; left (normal) or right (start at the end)."
6597StylePropertiesText_ToolTip_ClipMode="Determines how text should be handled when the text overflows its bounds."
6598StylePropertiesText_ToolTip_MinAutoScale="When 'scale to fit' is enabled, this determines the minimum amount the text can be scaled. -Required if the text is wrapped or clipped."
6599StylePropertiesText_ToolTip_ScaleX="Configure how much the text should be scaled horizontally. -A value of 1.0 means no scaling."
6600StylePropertiesText_ToolTip_ScaleY="Configure how much the text should be scaled vertically. -A value of 1.0 means no scaling."
6601StylePropertiesText_ToolTip_SpacingAdjustX="Sets the amount of extra horizontal spacing between characters in a line of text (in pixels)."
6602StylePropertiesText_ToolTip_SpacingAdjustY="Sets the amount of extra vertical spacing between lines of wrapped text (in pixels)."
6603TransAddStyleGroup="Add Style Group"
6604TransAlignText="Change Text Alignment"
6605TransAssignStyle="Assign Style"
6606TransBindDataStore="Bind Data Store"
6607TransChangeCalloutAlias="Change Alias"
6608TransChangeParent="Change Parent"
6609TransChangeStyleGroup="Change Style Group"
6610TransClearDataStore="Clear Data Store"
6611TransClearSelection="Clear Selection"
6612TransConvertPosition="Convert Position"
6613TransCreateStyle="Create Style"
6614TransEditDocking="Modify Widget Docking"
6615TransEditEvents="Modify Widget Events"
6616TransEditModifyDisabledInputEvents="Modify Active Input Aliases"
6617TransEditModifyInputEvents="Modify Custom Input Events"
6618TransEditStyle="Edit Style"
6619TransInsertCalloutButton="Add Button"
6620TransInsertTabPage="Insert Tab Page"
6621TransModifyCellBindings="Modify List Cells"
6622TransModifyObj=Modify Object
6623TransModifyObj_f=Modify `~
6624TransModifyRenderOrder="Modify Render Order"
6625TransModifyScaleType="Change Scale Type"
6626TransMoveAnchor=Move Anchor
6627TransMoveWidget=Move Widget
6628TransRemoveCalloutButton="Remove Button"
6629TransRemoveStyleGroup="Remove Style Group"
6630TransRemoveTabPage="Remove Tab Page"
6631TransRenameStyleGroup="Rename Style Group"
6632TransRenameWidget=Rename Widget
6633TransReplaceStyle="Replace Style"
6634TransReplaceWidget="Replace Widget"
6635TransResizeCell="Resize List Cells"
6636TransResizeWidget=Resize Widget
6637TransRotateWidget=Rotate Widget
6638TransSaveAsResource="Save As Resource"
6639TransUpdateUIPrefabInstance="Update Prefab Instance"
6640UIEditor_AddDataProvider="Add Data Provider"
6641UIEditor_AddSection="Add Tag Section"
6642UIEditor_AddTag="Add Tag"
6643UIEditor_AlignToViewport=Align To Viewport
6644UIEditor_Align_Bottom=Bottom
6645UIEditor_Align_CenterHorizontally=Center Horizontally
6646UIEditor_Align_CenterVertically=Center Vertically
6647UIEditor_Align_Left=Left
6648UIEditor_Align_Right=Right
6649UIEditor_Align_Top=Top
6650UIEditor_AppendColumn="Append Column"
6651UIEditor_BindDataStore = "Bind selected widgets to datastore"
6652UIEditor_BindDataStoreA=Bind selected widgets to &datastore\tCtrl D
6653UIEditor_BindDataStore_F="Bind selected widgets to `~"
6654UIEditor_Children="Children"
6655UIEditor_ClearDataStore = "Clear datastore binding for selected widgets"
6656UIEditor_ColumnF="Column `~"
6657UIEditor_DataStoreBrowser_Apply=Apply Changes
6658UIEditor_DataStoreBrowser_Cancel=Cancel Changes
6659UIEditor_DataStoreBrowser_DataStoreTags="Data Store Tags"
6660UIEditor_DataStoreBrowser_Filter=Filter:
6661UIEditor_DataStoreBrowser_Markup="Markup"
6662UIEditor_DataStoreBrowser_Other=Other
6663UIEditor_DataStoreBrowser_Path="Path"
6664UIEditor_DataStoreBrowser_Strings=Strings
6665UIEditor_DataStoreBrowser_Tag="Tag"
6666UIEditor_DataStoreBrowser_Title="Data Store Browser"
6667UIEditor_DataStoreBrowser_Type="Type"
6668UIEditor_DataStoreBrowser_Value=Value
6669UIEditor_DataStores=Data Stores
6670UIEditor_DefaultTagValue=Default Value: Enter New Tag Value
6671UIEditor_DoYouWantToDeleteStyle="Do you want to delete this style?"
6672UIEditor_DoYouWantToReplaceStyle="Do you want to replace this style?"
6673UIEditor_DockTitle_Docking="Docking"
6674UIEditor_DockTitle_Positioning="Positioning"
6675UIEditor_DockTitle_Properties="Properties"
6676UIEditor_DockTitle_SceneTools="Scene Tools"
6677UIEditor_EditSelectedSkin="Edit Selected Skin"
6678UIEditor_EditTag="Edit Tag"
6679UIEditor_EditWidgetMode_Tool=Edit Widget Tool
6680UIEditor_Error_NestedPrefabUnsupported=`~ already belongs to a UI prefab or prefab instance. -Do you wish to continue?\n\nOK: Remove `~ from the prefab and continue.\nCancel: Abandon prefab creation.
6681UIEditor_Error_UnsupportedPrefabType=UI prefabs do not currently support `~ objects. -Do you wish to continue?\n\nOK: Remove `~ from the prefab and continue.\nCancel: Abandon prefab creation.
6682UIEditor_ExtentEvalType[0]="Pixels"
6683UIEditor_ExtentEvalType[1]="Percentage of Target"
6684UIEditor_ExtentEvalType[2]="Percentage of Owner"
6685UIEditor_ExtentEvalType[3]="Percentage of Scene"
6686UIEditor_ExtentEvalType[4]="Percentage of Viewport"
6687UIEditor_FaceString="`~ (Face: `~)"
6688UIEditor_FaceText[0]="Left"
6689UIEditor_FaceText[1]="Top"
6690UIEditor_FaceText[2]="Right"
6691UIEditor_FaceText[3]="Bottom"
6692UIEditor_FaceText[4]="None"
6693UIEditor_FaceValue=Face Value
6694UIEditor_Face_All="All"
6695UIEditor_Face_Bottom="Bottom"
6696UIEditor_Face_Left="Left"
6697UIEditor_Face_None="None"
6698UIEditor_Face_Right="Right"
6699UIEditor_Face_Top="Top"
6700UIEditor_GlobalSequence="Global Sequence"
6701UIEditor_Height=Height
6702UIEditor_HelpText_AlignToViewport_Bottom="Align selected widgets to viewport bottom."
6703UIEditor_HelpText_AlignToViewport_CenterHorizontally="Horizontally center selected widgets in the viewport."
6704UIEditor_HelpText_AlignToViewport_CenterVertically="Vertically center selected widgets in the viewport."
6705UIEditor_HelpText_AlignToViewport_Left="Align selected widgets to viewport left."
6706UIEditor_HelpText_AlignToViewport_Right="Align selected widgets to viewport right."
6707UIEditor_HelpText_AlignToViewport_Top="Align selected widgets to viewport top."
6708UIEditor_HelpText_BindUIEventKeys="Modify the default key bindings for UI event aliases."
6709UIEditor_HelpText_Button=A tool to create new button widgets.
6710UIEditor_HelpText_CenterOnSelection="Centers the viewport on the currently selected objects."
6711UIEditor_HelpText_Checkbox=A tool to create new check box widgets.
6712UIEditor_HelpText_Console=A tool to create new console widgets.
6713UIEditor_HelpText_CreateSkin="Create New Skin"
6714UIEditor_HelpText_DataStoreBrowser=Displays the Data Store Browser dialog.
6715UIEditor_HelpText_DeleteSelectedWidgets="Deletes the currently selected widgets"
6716UIEditor_HelpText_EditSelectedSkin="Displays the Skin Editor dialog for the current skin."
6717UIEditor_HelpText_EditWidgetMode=A tool for editing characteristics specific to the type of widget selected.
6718UIEditor_HelpText_Editbox=A tool to create new edit box widgets.
6719UIEditor_HelpText_FocusChain=A tool for editing focus chains for widgets.
6720UIEditor_HelpText_Image=A tool to create new image widgets.
6721UIEditor_HelpText_Label=A tool to create new label widgets.
6722UIEditor_HelpText_LabelButton=A tool to create new label button widgets.
6723UIEditor_HelpText_List=A tool to create new list widgets.
6724UIEditor_HelpText_LoadExistingSkin="Load Skin Package"
6725UIEditor_HelpText_Panel=A tool to create new panel widgets.
6726UIEditor_HelpText_PreviewPlatform="Choose the platform environment to simulate"
6727UIEditor_HelpText_RefreshScene="Force the scene to perform a full update (rebuild docking stack, resolve widget positions, reapply styles, etc.)"
6728UIEditor_HelpText_RenameSelectedWidgets="Displays a dialog to rename the currently selected widgets"
6729UIEditor_HelpText_SSPreviewMode="Choose the split screen layout to simulate"
6730UIEditor_HelpText_SaveSelectedSkin="Saves the current skin's package."
6731UIEditor_HelpText_SelectionTool=A tool for selecting and manipulating existing widgets.
6732UIEditor_HelpText_ShowDockHandles="Show dock handles on selected widgets"
6733UIEditor_HelpText_Slider=A tool to create new slider widgets.
6734UIEditor_HelpText_TextAlign_Bottom="Vertically align text to the bottom."
6735UIEditor_HelpText_TextAlign_Center="Horizontally center text."
6736UIEditor_HelpText_TextAlign_Left="Horizontally align text to the left."
6737UIEditor_HelpText_TextAlign_Middle="Vertically center text."
6738UIEditor_HelpText_TextAlign_Right="Horizontally align text to the right."
6739UIEditor_HelpText_TextAlign_Top="Vertically align text to the top."
6740UIEditor_HelpText_TitleSafeRegions="Draws the regions that UI widgets should be placed in to ensure they display properly on TVs."
6741UIEditor_HelpText_ToggleButton=A tool to create new toggle button widgets.
6742UIEditor_HelpText_ViewReset="Resets the viewport position and zoom to the default settings"
6743UIEditor_HelpText_ViewportGutter="The size in pixels of the gutter region that is displayed around the viewport window"
6744UIEditor_HelpText_ViewportSize="The viewport size to use for the scene"
6745UIEditor_HelpText_WidgetPreviewState="The preview state of the currently selected item"
6746UIEditor_InsertColumn="Insert Column"
6747UIEditor_LayerBrowser_DefaultLayerName="Layer"
6748UIEditor_Layers=Layers
6749UIEditor_MenuItem_AcceptDeletion="Are you sure you want to delete selected group '`~'"
6750UIEditor_MenuItem_AddCalloutButton="Add Button"
6751UIEditor_MenuItem_AddCursor="Add Cursor"
6752UIEditor_MenuItem_AddNewStyleGroup="Add New Group"
6753UIEditor_MenuItem_AddSoundCue="Add UI Sound Cue"
6754UIEditor_MenuItem_AskNewName="Enter New Name"
6755UIEditor_MenuItem_BindUIEventKeys=Modify Default UI Event Alias Key Bindings...\tF8
6756UIEditor_MenuItem_BreakAllDockLinks="Break &ALL Dock Links"
6757UIEditor_MenuItem_BreakAllFocusChainLinks="Remove ALL Override Focus Chain Links"
6758UIEditor_MenuItem_BreakDockLink="Break Dock Link"
6759UIEditor_MenuItem_BreakDockLinkTo="Break Dock Link to `~"
6760UIEditor_MenuItem_BreakFocusChainLink="Remove Override Focus Chain Link"
6761UIEditor_MenuItem_BreakFocusChainLinkTo="Remove Override Focus Chain to `~"
6762UIEditor_MenuItem_CenterOnSelection=Center On Selected Objects
6763UIEditor_MenuItem_ChangeCalloutAlias="Change Input Alias"
6764UIEditor_MenuItem_ChangeParent="Change Parent"
6765UIEditor_MenuItem_ClearBinding="Remove Cell"
6766UIEditor_MenuItem_ConnectDockLink="Connect Dock Link"
6767UIEditor_MenuItem_ConnectDockLinkTo="Connect Dock Link to `~"
6768UIEditor_MenuItem_ConnectFocusChainLink="Connect Focus Chain Link"
6769UIEditor_MenuItem_ConnectFocusChainLinkTo="Connect Focus Chain Link to `~"
6770UIEditor_MenuItem_ContainerOutline="&Container Outline"
6771UIEditor_MenuItem_ConvertPosition="Convert Position"
6772UIEditor_MenuItem_CreateSkin="Create New Skin"
6773UIEditor_MenuItem_CreateStyle="Create New Style"
6774UIEditor_MenuItem_CreateStyle_Selected="Create Style From Selected"
6775UIEditor_MenuItem_CreateStyle_Template="Create Style Using `~ As Template"
6776UIEditor_MenuItem_CreateStyle_TemplateF="Create Style Using `~ As Template"
6777UIEditor_MenuItem_DataStoreBrowser=Data Store Browser\tF7
6778UIEditor_MenuItem_DeleteCursor="Delete Cursor"
6779UIEditor_MenuItem_DeleteLayer="Delete Layer"
6780UIEditor_MenuItem_DeleteNewStyleGroup="Delete Selected Group"
6781UIEditor_MenuItem_DeleteSelectedWidgets=Delete Selected Widgets
6782UIEditor_MenuItem_DeleteSoundCue="Delete UI Sound Cue"
6783UIEditor_MenuItem_DeleteStyle="Delete Style"
6784UIEditor_MenuItem_DockingEditor="Docking Editor"
6785UIEditor_MenuItem_EditCursor="Edit Cursor"
6786UIEditor_MenuItem_EditEvents="Enable/Disable Widget Event Aliases"
6787UIEditor_MenuItem_EditSoundCue="Edit UI Sound Cue"
6788UIEditor_MenuItem_EditStyle="Edit Style"
6789UIEditor_MenuItem_InsertChildLayer="Insert Child Layer"
6790UIEditor_MenuItem_InsertLayer="Insert Layer"
6791UIEditor_MenuItem_InsertTabPage="Insert New Page"
6792UIEditor_MenuItem_InsertTabPageF="Insert Custom Page: `~"
6793UIEditor_MenuItem_KismetEditor="Unreal&Kismet Editor"
6794UIEditor_MenuItem_LoadSkin="Load Existing Skin"
6795UIEditor_MenuItem_MoveDown="Move Down"
6796UIEditor_MenuItem_MoveToBottom="Move To Bottom"
6797UIEditor_MenuItem_MoveToTop="Move To Top"
6798UIEditor_MenuItem_MoveUp="Move Up"
6799UIEditor_MenuItem_PlaceArchetypef="Place Archetype `~"
6800UIEditor_MenuItem_PlaceResource="Custom Widgets"
6801UIEditor_MenuItem_PlaceWidget="Place Widget"
6802UIEditor_MenuItem_RefreshScene=Refresh Scene\tF5
6803UIEditor_MenuItem_RemoveCalloutButton="Remove Button"
6804UIEditor_MenuItem_RemoveTabPage="Remove Page"
6805UIEditor_MenuItem_RenameCursor="Rename Cursor"
6806UIEditor_MenuItem_RenameLayer="Rename Layer"
6807UIEditor_MenuItem_RenameNewStyleGroup="Rename Selected Group"
6808UIEditor_MenuItem_RenameSelectedWidgets=Rename Selected Widgets\tCtrl R
6809UIEditor_MenuItem_ReorderWidget="Reorder Widget"
6810UIEditor_MenuItem_ReplaceStyle="Replace Selected Style In Current Skin"
6811UIEditor_MenuItem_ReplaceStyleF="Replace Style `~ In Current Skin"
6812UIEditor_MenuItem_SaveResource="Save As Resource"
6813UIEditor_MenuItem_SelectAllWidgetsInLayer="Select All Widgets"
6814UIEditor_MenuItem_SelectStyle="Select Style"
6815UIEditor_MenuItem_SelectionOutline="&Selection Outline"
6816UIEditor_MenuItem_SetAllFocusChainToNull="Set ALL Focus Chains to None"
6817UIEditor_MenuItem_SetFocusChainToNull="Set Focus Chain to None"
6818UIEditor_MenuItem_ShowDockHandles="Show Dock Handles"
6819UIEditor_MenuItem_SnapToGrid="Snap to Grid"
6820UIEditor_MenuItem_TitleSafeRegions="Draw &Title Safe Regions"
6821UIEditor_MenuItem_ViewDrawBkgnd="Draw &Background"
6822UIEditor_MenuItem_ViewDrawGrid="Draw &Grid"
6823UIEditor_MenuItem_ViewReset="&Reset View"
6824UIEditor_MenuItem_ViewShowWireframe="Draw &Wireframe"
6825UIEditor_MenuItem_ViewportOutline="&Viewport Outline"
6826UIEditor_MenuItem_ViewportSize="Viewport &Size"
6827UIEditor_MustFullyLoadPackages="You must fully load the following packages in order to complete the operation:"
6828UIEditor_OverrideSuffix=" OVERRIDE"
6829UIEditor_PositionEvalText[0]="None"
6830UIEditor_PositionEvalText[1]="Absolute Pixels"
6831UIEditor_PositionEvalText[2]="Pixels Relative to Scene"
6832UIEditor_PositionEvalText[3]="Pixels Relative to Owner"
6833UIEditor_PositionEvalText[4]="Percentage of Viewport"
6834UIEditor_PositionEvalText[5]="Percentage of Owner"
6835UIEditor_PositionEvalText[6]="Percentage of Scene"
6836UIEditor_Resources=Resources
6837UIEditor_SaveSelectedSkin="Save Selected Skin"
6838UIEditor_ScaleType=Scale Type
6839UIEditor_Scene=Scene
6840UIEditor_Skin = "Skin"
6841UIEditor_SlowTask_AddingProviderTags="Adding tags for data provider '`~'"
6842UIEditor_SlowTask_DataStoreBrowser="Loading data stores"
6843UIEditor_SlowTask_GeneratingTags="Generating tags for data provider '`~'"
6844UIEditor_Source="Source: `~"
6845UIEditor_StyleReferenced="Style '`~' is still referenced by the following resources:"
6846UIEditor_Styles=Styles
6847UIEditor_Target="Target: `~"
6848UIEditor_ToolTip_AlignToViewport_Bottom="Align to Viewport: Bottom"
6849UIEditor_ToolTip_AlignToViewport_CenterHorizontally="Align to Viewport: Center Horizontally"
6850UIEditor_ToolTip_AlignToViewport_CenterVertically="Align to Viewport: Center Vertically"
6851UIEditor_ToolTip_AlignToViewport_Left="Align to Viewport: Left"
6852UIEditor_ToolTip_AlignToViewport_Right="Align to Viewport: Right"
6853UIEditor_ToolTip_AlignToViewport_Top="Align to Viewport: Top"
6854UIEditor_ToolTip_ContainerOutline="Container Outline"
6855UIEditor_ToolTip_PreviewPlatform="Preview Platform"
6856UIEditor_ToolTip_SSPreviewMode="Splitscreen Layout"
6857UIEditor_ToolTip_SelectionHandles="Selection Handles"
6858UIEditor_ToolTip_SelectionOutline="Selection Outline"
6859UIEditor_ToolTip_SelectionOutlinePerWidget="Combine Multi Selection Outlines"
6860UIEditor_ToolTip_ShowDockHandles="Show Dock Handles"
6861UIEditor_ToolTip_SnapToGrid="Snap to Grid"
6862UIEditor_ToolTip_TextAlign_Bottom="Text Align: Bottom"
6863UIEditor_ToolTip_TextAlign_Center="Text Align: Center Horizontally"
6864UIEditor_ToolTip_TextAlign_Left="Text Align: Left"
6865UIEditor_ToolTip_TextAlign_Middle="Text Align: Center Vertically"
6866UIEditor_ToolTip_TextAlign_Right="Text Align: Right"
6867UIEditor_ToolTip_TextAlign_Top="Text Align: Top"
6868UIEditor_ToolTip_ToolModeButton[0]="Select"
6869UIEditor_ToolTip_ToolModeButton[1]="Place Button"
6870UIEditor_ToolTip_ToolModeButton[2]="Place Console"
6871UIEditor_ToolTip_ToolModeButton[3]="Place Image"
6872UIEditor_ToolTip_ToolModeButton[4]="Place Label"
6873UIEditor_ToolTip_ViewportGutter="Viewport Gutter"
6874UIEditor_ToolTip_ViewportOutline="Viewport Outline"
6875UIEditor_ToolTip_ViewportSize="Viewport Size"
6876UIEditor_ToolTip_WidgetPreviewState="Preview State"
6877UIEditor_UISequences="UI Sequences"
6878UIEditor_Value=Value
6879UIEditor_Widget_Button=Button
6880UIEditor_Widget_Checkbox=Check Box
6881UIEditor_Widget_Console=Console
6882UIEditor_Widget_Editbox=Edit Box
6883UIEditor_Widget_FocusChain=Focus Chain Tool
6884UIEditor_Widget_Image=Image
6885UIEditor_Widget_Label=Label
6886UIEditor_Widget_LabelButton=Label Button
6887UIEditor_Widget_List=List
6888UIEditor_Widget_Panel=Panel
6889UIEditor_Widget_SelectionTool=Selection Tool
6890UIEditor_Widget_Slider=Slider
6891UIEditor_Widget_ToggleButton=Toggle Button
6892UIEditor_WidgetsDifferentSelected="`~ widgets selected"
6893UIEditor_WidgetsNoneSelected="(No widgets selected)"
6894UIEditor_WidgetsSameSelected="`~ `~s selected"
6895UIEditor_Width=Width
6896UIKismet_MenuItem_AddCalloutButton="Add Callout Button"
6897UIKismet_MenuItem_ChangeCalloutAlias="Change Callout Alias `~"
6898UIKismet_MenuItem_RemoveCalloutButton="Remove Callout Button `~"
6899WidgetEditorTitle_f=`~ Editor: `~
6900WidgetProtectFromDelete=The selected widget is protected from deletion!
6901WidgetProtectParent=The parent of the selected widget is protected and can not be changed!
6902WidgetProtectRename=The selected widget is protected from renaming.
6903Prefab_Create=Create Prefab...
6904Prefab_SelectActors=Select All Actors In Prefab(s)
6905Prefab_ToNormalActors=Convert PrefabInstance To Normal Actors
6906Prefab_ReplaceCurrentActors=Would you like to replace these Actors with an instance of the new Prefab?
6907Prefab_DeletePrefabMembersPrompt="PrefabInstance '`~' is being deleted. -Should all actors contained in this prefab be removed as well?"
6908Prefab_MustHaveSameOutermost=All objects must have same Outermost (Package). Prefab operation failed.
6909Prefab_UpdateFromInstance=Update Prefab '`~' From This Instance
6910Prefab_ResetFromPrefab=Reset Instance From Prefab '`~'
6911Prefab_FoundSeq=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Make Sequence '`~' part of prefab.\nNo: Don't add any Sequence to the Prefab.\nCancel: Abandon prefab creation.
6912Prefab_FoundSeqYesNo=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Add Sequence '`~' to prefab.\nNo: Don't add any Sequence to the Prefab.
6913AddPrefabF=Add Prefab: `~
6914Prefab_OldPrefabInstancesUpdated=Instances of the following Prefabs were updated in the loaded map:\n\n`~
6915Prefab_MissingArchetypes="The archetype for '`~' couldn't be loaded removing member from PrefabInstance `~"
6916Prefab_ResetInvalidPrefab="Some prefabs could not be loaded correctly and were reset. -See the log for details"
6917Prefab_MissingSourcePrefabs="The source Prefabs for some PrefabInstances could not be loaded so they were removed from the map:\\n\\n`~"
6918Prefab_OpenInstanceSequence=Open Sequence For PrefabInstance In UnrealKismet
6919Prefab_SequenceRefsOutsidePrefab=Sequence '`~' contains references to objects outside the Prefab:\n\n
6920Prefab_UpdatePrefabAreYouSure=Are You Sure You Want To Update Prefab '`~'?
6921Prefab_ResetPrefabAreYouSure=Are You Sure You Want To Reset This Instance?
6922Prefab_UndoTag_ResetPrefab="Reset PrefabInstance"
6923Prefab_UndoTag_UpdatePrefab=Update Prefab
6924Prefab_UndoTag_AddPrefab=Add Prefab
6925
6926[Public]
6927Class=(Class=UnrealEd.WxClient,SuperClass=Engine.Client)
6928
6929[Caption]
6930ActorBrowser=Actor Classes
6931BuildingStatsBrowser=Building Stats
6932ContentBrowser=Content Browser
6933ContentBrowser_Caption=Content Browser
6934DynamicShadowStatsBrowser=Dynamic Shadow Stats
6935GameStatsVisualizer_Caption=Game Stats
6936ContentBrowser=Content
6937GroupBrowser=Groups
6938LayerBrowser=Layers
6939LevelBrowser=Level
6940LogBrowser=Log
6941PrimitiveStatsBrowser=Primitive Stats
6942ReferencedAssetBrowser=Referenced Assets
6943SceneManager=Scene Manager
6944StartPage_Caption=Documentation
6945TaskBrowser_Caption=Tasks
6946TextureStatsBrowser=Texture Stats
6947
6948[General]
6949AdvancedOptions=Advanced Options
6950Color16=&16 bit color
6951Color32=&32 bit color
6952FrameWindow=Unreal Level Editor
6953ViewOther=Viewport
6954ViewPersp=Perspective map
6955ViewXY=Overhead map
6956ViewXZ=XZ map
6957ViewYZ=YZ map
6958
6959[StaticMeshToolTips]
6960StaticMeshToolTip_CanBecomeDynamic=If true, this mesh can become dynamic when shot or otherwise given an impulse.
6961StaticMeshToolTip_LODDistanceRatio=LOD distance ratio for this mesh. -The default value of 1 means that each transition will happen at increments of LODMaxRange / NumLODs distance from the camera.
6962StaticMeshToolTip_LODMaxRangeRatio=Distance in world space units to the end of the LOD transitions
6963StaticMeshToolTip_LightMapCoordinateIndex=The light map coordinate index
6964StaticMeshToolTip_LightMapResolution=The light map resolution
6965StaticMeshToolTip_PartitionForEdgeGeometry=If true, this mesh can be processed by the Edge Geometry system on the Playstation 3.
6966StaticMeshToolTip_StreamingDistanceMultiplier=Allows adjusting the desired resolution of streaming textures that uses UV 0. -1.0 is the default, whereas a higher value increases the streamed in resolution.
6967StaticMeshToolTip_UseFullPrecisionUVs=If true, use full precision UVs
6968StaticMeshToolTip_UseMaximumStreamingTexelRatio=If true, use a less conservative method of mip LOD texture factor computation. -Requires mesh to be resaved to take effect as algorithm is applied on save
6969StaticMeshToolTip_UseSimpleBoxCollision=If true, use PhysicsAsset for extent (swept box) collision checks.
6970StaticMeshToolTip_UseSimpleLineCollision=If true, use PhysicsAsset for line collision checks.
6971StaticMeshToolTip_UseSimpleRigidBodyCollision=If true, use simple rigid body collision. FALSE only works on static actors.
6972StaticMeshToolTip_UsedForInstancing=If true, use the mesh for instancing
6973
6974[EditorFrame]
6975Caption=UnrealEd
6976 ‘ˇˇˇ$LocalizationDir$/Disk/eng/Descriptions.eng Öˡˇ; -
6977; Game Specific Descriptions
6978; -
6979
6980[Objects]
6981InterpTrackTransition="Transition Track"
6982InterpTrackGameSpeech="Game Speech Audio Track"
6983InterpTrackFoleyGround="Foley Ground Track"
6984InterpTrackCharacterAudio="Character Audio Track"
6985NRSCinemaTrackQTE="NRSQuicktime Event"
6986InterpTrackFrameRateController="Frame Rate Controller"
6987InterpTrackRespawnRandomMesh="Spawn Random Mesh Track"
6988InterpTrackLevelVisibility="Level Visibility"
6989CinemaTrackCopyViewToGame="Copy View To Game"
6990 “ˇˇˇ$LocalizationDir$/Disk/eng/MK11Billboards.eng ǡˇˇ[Billboards]
6991GuildJoinTitleServer=SERVER Guild
6992MultiverseTitleServer=SERVER Multiverse
6993DarkseidTitleServer=SERVER Darkseid ÿˇˇˇ$LocalizationDir$/Disk/eng/MK11Game.eng |´Úˇ[Agora]
6994Language=eng
6995
6996[General]
6997DigitSeparator=,
6998NegativeSign=
6999PositiveSign=+
7000MultiplierSign=x
7001EmptyString=
7002RomanNumeral10=X
7003RomanNumeral9=IX
7004RomanNumeral5=V
7005RomanNumeral4=IV
7006RomanNumeral1=I
7007Thousands=k
7008Millions=m
7009Billions=B
7010
7011[Loading]
7012LOADING=LOADING
7013NextOpponent=NEXT OPPONENT
7014NextBackground=NEXT BACKGROUND
7015PrevOpponent=PREVIOUS OPPONENT
7016PrevBackground=PREVIOUS BACKGROUND
7017LiveFeed=PREPARING LIVE FEED
7018
7019[LoadScreenTextTips]
7020ControllerTitle=DEFAULT CONTROLS
7021
7022;General
7023TipsMessage59=Go to Character Kustomization to change the way your character looks and fights.
7024TipsMessage64=Augments can be socketed into gear.
7025TipsMessage65=Each piece of gear can hold 3 Augments.
7026TipsMessage68=Access the move list to see what your character can do.
7027TipsMessage69=Use Easy Fatalities if the inputs are giving you trouble.
7028
7029;Gear
7030
7031;Ai Battle
7032TipsMessage168=Adjust AI Attributes to kustomize the personality of your AI Loadouts. Combining komplimentary AI Attributes, Gear, and Abilities will make your team unstoppable!
7033
7034;Gameplay
7035TipsMessage181=Never forget. YOU SUCK!!
7036TipsMessage182=Receive HEARTS by performing FATALITIES and BRUTALITIES.
7037TipsMessage183=Use KOMBAT KOINS to unlock chests in the KRYPT.
7038TipsMessage184=Take your game to the next level by kompeting in the KOMBAT LEAGUE.
7039TipsMessage185=Unlock GEAR and SKINS in the TOWERS OF TIME.
7040TipsMessage186=
7041TipsMessage187=
7042TipsMessage188=
7043TipsMessage189=
7044TipsMessage190=
7045TipsMessage191=
7046TipsMessage192=
7047TipsMessage193=
7048TipsMessage195=
7049TipsMessage196=
7050TipsMessage197=
7051TipsMessage198=
7052TipsMessage199=
7053
7054[FightingGame]
7055CassieCage_C_CharIntro_TextReceived={name:%s} Today {hours:%02d}:{minutes:%02d} {am_or_pm:%s}
7056
7057[Practice]
7058HitHigh=HIGH
7059HitOverhead=OVERHEAD
7060HitLow=LOW
7061HitMid=MID
7062HitUnknown=???
7063HitNoBlock=UNBLOCKABLE
7064HitHorzHigh=HORIZONTAL HIGH
7065HitThrow=THROW
7066HitNoText=
7067HitVertHigh=VERTICAL HIGH
7068HitHorzLow=HORIZONTAL LOW
7069RecorderStop=STOP RECORDING
7070PlaybackStop=STOP PLAYBACK
7071AIOptionsNavButtons={acceptButton:%hs} ACCEPT -{cancelButton:%hs} CANCEL -{defaultButton:%hs} DEFAULT
7072RecordOptionsNavButtons={recordButton:%hs} RECORD -{deleteButton:%hs} DELETE -{playButton:%hs} PLAY -{backButton:%hs} BACK
7073RecordOptionsHelpText="You can record part of your practice session to review later or show off your own kombo."
7074
7075[Challenge.Daily]
7076DismissConfirmation=Are you sure you want to dismiss this challenge?
7077PlayWithChar=Play {count:%u} matches with {character:%s}
7078PlayWithChar.Singular=Play {count:%u} match with {character:%s}
7079WinWithChar=Win {count:%u} matches with {character:%s}
7080WinWithChar.Singular=Win {count:%u} match with {character:%s}
7081
7082[Challenge.Daily.Names]
7083Daily_Perform3SpecMove=Perform 3 special moves
7084Daily_Win_NoBlock=Win a match without blocking
7085
7086[Challenge.Daily.Descriptions]
7087Daily_Perform3SpecMove=
7088Daily_Win_NoBlock=
7089
7090[Challenge.Reward]
7091XP=XP
7092Koins=Gold
7093Background=Background
7094Icon=Icon
7095Border=Border
7096LadderPoints=Points
7097
7098[Challenge.Desc]
7099RankedSeasonDailyChallenge=Play {count:%u} Kombat League matches a day
7100
7101[Challenges.Stats.Desc.Singular]
7102TOTAL_PLAYS_RANKED=Play {count:%u} Ranked Match
7103TOTAL_WINS_RANKED=Win {count:%u} Ranked Match
7104TOTAL_PLAYS_PLAYER_MATCH=Play {count:%u} Kasual Match
7105TOTAL_WINS_PLAYER_MATCH=Win {count:%u} Kasual Match
7106TOTAL_PLAYS_KOTH=Play {count:%u} King of the Hill Match
7107TOTAL_WINS_KOTH=Win {count:%u} King of the Hill Match
7108TOTAL_SUPERMOVES=Perform {count:%u} Fatal Blows
7109TOTAL_FATALITIES=Perform {count:%u} Fatality
7110TOTAL_BRUTALITIES=Perform {count:%u} Brutality
7111TOTAL_UPPERCUTS=Perform {count:%u} uppercut
7112BLOOD_SPILT=Spill {count:%u} pint of blood
7113SPECIAL_MOVES_CONNECTED=Land {count:%u} Special Move
7114TOTAL_SPECIALS_USED=Use {count:%u} Special Move
7115TOTAL_SUPERMOVES_CONNECTED=Connect {count:%u} Special Move
7116TOTAL_SUPERMOVE_WINS=Win {count:%u} match with a Fatal Blow
7117JUMP_ATTACKS_CONNECTED=Connect {count:%u} jump attack
7118DUCK_ATTACKS_CONNECTED=Connect {count:%u} duck attack
7119SWEEPS_CONNECTED=Connect {count:%u} sweep attack
7120TOTAL_JUMPS=Jump {count:%u} time
7121UPPERCUTS_CONNECTED=Connect {count:%u} uppercut
7122TOTAL_WAKE_ATTACKS=Use {count:%u} getup attack
7123PORTAL_EVENTS_COMPLETED=Complete {count:%u} tower
7124TOTAL_KOINS=Collect {count:%u} Koin
7125BRUTALITY_HEARTS=Collect {count:%u} Heart
7126SOUL_FRAGMENTS=Collect {count:%u} Soul Fragment
7127TOTAL_KRYPT_CHESTS=Open {count:%u} Krypt Chest
7128TOTAL_KRYPT_BREAKABLES=Break {count:%u} Krypt Jar
7129TOTAL_MERCY_PERFORMED=Perform {count:%u} Mercy
7130INTERACTIONS_USED=Use {count:%u} Interactable
7131KRUSHING_BLOWS_PERFORMED=Perform {count:%u} Krushing Blow
7132FRONT_PUNCHES_CONNECTED=Connect {count:%u} Front Punch
7133BACK_PUNCHES_CONNECTED=Connect {count:%u} Back Punch
7134FRONT_KICKS_CONNECTED=Connect {count:%u} Front Kick
7135BACK_KICKS_CONNECTED=Connect {count:%u} Back Kick
7136TOTAL_THROWS=Connect {count:%u} throw
7137JUMPING_KICK_ATTACKS_CONNECTED=Connect {count:%u} jump kick
7138JUMPING_PUNCH_ATTACKS_CONNECTED=Connect {count:%u} jump punch
7139ENHANCED_SPECIAL_MOVES_CONNECTED=Land {count:%u} Amplified Special Move
7140TOTAL_DASHES=Dash {count:%u} time
7141
7142[Challenges.Stats.Desc]
7143TOTAL_PLAYS_RANKED=Play {count:%u} Ranked Matches
7144TOTAL_WINS_RANKED=Win {count:%u} Ranked Matches
7145TOTAL_PLAYS_PLAYER_MATCH=Play {count:%u} Kasual Matches
7146TOTAL_WINS_PLAYER_MATCH=Win {count:%u} Kasual Matches
7147TOTAL_PLAYS_KOTH=Play {count:%u} King of the Hill Matches
7148TOTAL_WINS_KOTH=Win {count:%u} King of the Hill Matches
7149TOTAL_SUPERMOVES=Perform {count:%u} Fatal Blows
7150TOTAL_FATALITIES=Perform {count:%u} Fatalities
7151TOTAL_BRUTALITIES=Perform {count:%u} Brutalities
7152TOTAL_UPPERCUTS=Perform {count:%u} uppercuts
7153BLOOD_SPILT=Spill {count:%u} pints of blood
7154SPECIAL_MOVES_CONNECTED=Land {count:%u} Special Moves
7155TOTAL_SPECIALS_USED=Use {count:%u} Special Moves
7156TOTAL_SUPERMOVES_CONNECTED=Connect {count:%u} Special Moves
7157TOTAL_SUPERMOVE_WINS=Win {count:%u} matches with a Fatal Blow
7158JUMP_ATTACKS_CONNECTED=Connect {count:%u} jump attacks
7159DUCK_ATTACKS_CONNECTED=Connect {count:%u} duck attacks
7160SWEEPS_CONNECTED=Connect {count:%u} sweep attacks
7161TOTAL_JUMPS=Jump {count:%u} times
7162UPPERCUTS_CONNECTED=Connect {count:%u} uppercuts
7163TOTAL_WAKE_ATTACKS=Use {count:%u} getup attacks
7164PORTAL_EVENTS_COMPLETED=Complete {count:%u} towers
7165TOTAL_KOINS=Collect {count:%u} Koins
7166BRUTALITY_HEARTS=Collect {count:%u} Hearts
7167SOUL_FRAGMENTS=Collect {count:%u} Soul Fragments
7168TOTAL_KRYPT_CHESTS=Open {count:%u} Krypt Chests
7169TOTAL_KRYPT_BREAKABLES=Break {count:%u} Krypt Jars
7170TOTAL_MERCY_PERFORMED=Perform {count:%u} Mercies
7171INTERACTIONS_USED=Use {count:%u} Interactables
7172KRUSHING_BLOWS_PERFORMED=Perform {count:%u} Krushing Blows
7173FRONT_PUNCHES_CONNECTED=Connect {count:%u} Front Punches
7174BACK_PUNCHES_CONNECTED=Connect {count:%u} Back Punches
7175FRONT_KICKS_CONNECTED=Connect {count:%u} Front Kicks
7176BACK_KICKS_CONNECTED=Connect {count:%u} Back Kicks
7177TOTAL_THROWS=Connect {count:%u} throws
7178JUMPING_KICK_ATTACKS_CONNECTED=Connect {count:%u} jump kicks
7179JUMPING_PUNCH_ATTACKS_CONNECTED=Connect {count:%u} jump punches
7180ENHANCED_SPECIAL_MOVES_CONNECTED=Land {count:%u} Amplified Special Moves
7181TOTAL_DASHES=Dash {count:%u} times
7182
7183[Bios]
7184ShowBio=SHOW BIO
7185ViewCharacter=HIDE BIO
7186Zoom=ZOOM
7187UpDown=UP/DOWN
7188Rotate=ROTATE
7189More=MORE
7190
7191[Attract]
7192PressStartXB1=PRESS START
7193PressStartPS4=Press START button
7194PressAnyButton="PRESS ANY BUTTON"
7195PressAccept=PRESS THE {button:%hs} BUTTON
7196Background2=Shang Tsung's Island
7197Background1=Special Forces Base
7198
7199[DifficultySelect]
7200DifficultySelectionTitle=CHOOSE YOUR DIFFICULTY
72010=VERY EASY
72021=EASY
72032=MEDIUM
72043=HARD
72054=VERY HARD
7206
7207[PlayerSelect]
7208Bgnd_CharacterTest=Bgnd_CharacterTest
7209BGND_MainMenuBackground=BGND_MainMenuBackground
7210BGND_ShangTsungsIslandRuins=SHANG TSUNG'S ISLAND RUINS
7211BGND_BlackDragonFightClub=BLACK DRAGON FIGHT KLUB
7212BGND_BlackMarketAlley=BLACK MARKET ALLEY
7213BGND_CyberLinKueiAssembly=CYBER LIN KUEI ASSEMBLY
7214BGND_GorosLair=GORO'S LAIR
7215BGND_KharonsShip=KHARON'S SHIP
7216BGND_KoliseumBeastiary=KOLISEUM BEAST PEN
7217BGND_KotalsKoliseum=KOTAL'S KOLISEUM
7218BGND_KytinnLostHive=LOST HIVE OF THE KYTINN
7219BGND_SeaOfBlood=SEA OF BLOOD
7220BGND_ShinnoksBoneSepulcher=SHINNOK'S BONE TEMPLE
7221BGND_ShiRaiRyuFireGarden=SHIRAI RYU FIRE GARDEN
7222BGND_SpecialForcesDesertCommand=SPECIAL FORCES DESERT COMMAND
7223BGND_TankGarageBunker=TANK GARAGE BUNKER
7224BGND_TarkatanWarCamp=TARKATAN WAR KAMP
7225BGND_WuShiDragonGrotto=WU SHI DRAGON GROTTO
7226BGND_ShaolinTrapDungeon=SHAOLIN TRAP DUNGEON
7227BGND_KronikaHourGlass=KRONIKA'S HOURGLASS
7228BGND_KronikaHourGlassChoatian=CHOATIAN AGE
7229BGND_KronikaHourGlassPrehistoric=PREHISTORIC AGE
7230BGND_TournamentLevel=TOURNAMENT
7231BGND_EmptyMap=Empty_map
7232PressStartXB1=PRESS THE {startButton:%hs} BUTTON
7233PressStartPS4=PRESS THE {startButton:%hs} BUTTON
7234AcceptToBuyDLCChar="PRESS {button:%hs} TO PURCHASE {character:%s}"
7235AcceptToDownloadDLCChar="PRESS {button:%hs} TO DOWNLOAD {character:%s}"
7236AcceptToBuyDLCFighterPack="{button:%hs} Available now with the Fighter Pack"
7237AcceptToBuyDLCFighterPack1="{button:%hs} Available now with Fighter Pack 1"
7238AcceptToBuyDLCFighterPack2="{button:%hs} Available now with Fighter Pack 2"
7239AcceptToBuyDLCFighterPack3="{button:%hs} Available now with Fighter Pack 3"
7240AcceptToUnlockChar="PRESS {button:%hs} TO UNLOCK {character:%s}"
7241ComingSoonDLCChar="{character:%s} COMING SOON"
7242OpponentTypeButtonCallout={button:%hs} OPPONENT TYPE
7243SelectAnArena=SELECT AN ARENA
7244ChooseOpponentLevel=CHOOSE OPPONENT LEVEL
7245ChooseCharacterTutorial=CHOOSE CHARACTER TUTORIAL
7246RandomSelect=RANDOM SELECT
7247HiddenCursor=HIDDEN CURSOR
7248HiddenCursorCharName=(HIDDEN CURSOR)
7249HiddenCursorLoadoutName=???
7250EditGamepadPreset=CONTROLS
7251EditGamepadPreset.PS4=CONTROLS
7252EditGamepadPreset.XB1=CONTROLS
7253dlc_select=DOWNLOADABLE CONTENT SELECT
7254Locked=LOCKED
7255None=NONE
7256RANDOM=RANDOM
7257Options=OPTIONS
7258ChooseVariation=CHOOSE VARIATION
7259CHAR_Baraka=BARAKA
7260CHAR_Cassie=CASSIE CAGE
7261CHAR_Cetrion=CETRION
7262CHAR_CyberFrost=FROST
7263CHAR_DVorah=D'VORAH
7264CHAR_ErronBlack=ERRON BLACK
7265CHAR_Jacqui=JACQUI BRIGGS
7266CHAR_Jade=JADE
7267CHAR_Jax=JAX BRIGGS
7268CHAR_Cage=JOHNNY CAGE
7269CHAR_Kabal=KABAL
7270CHAR_Kano=KANO
7271CHAR_Kitana=KITANA
7272CHAR_Kotal=KOTAL KAHN
7273CHAR_Kollector=KOLLECTOR
7274CHAR_Kronika=KRONIKA
7275CHAR_KungLao=KUNG LAO
7276CHAR_LiuKang=LIU KANG
7277CHAR_FireGod=FIRE GOD LIU KANG
7278CHAR_Noob=NOOB SAIBOT
7279CHAR_Raiden=RAIDEN
7280CHAR_Scorpion=SCORPION
7281CHAR_ShaoKahn=SHAO KAHN
7282CHAR_Skarlet=SKARLET
7283CHAR_Sonya=SONYA
7284CHAR_SubZero=SUB ZERO
7285CHAR_Terminas=GERAS
7286CHAR_Sektor=SEKTOR
7287CHAR_Cyrax=CYRAX
7288
7289GRL_ThroneRoom=THRONEROOM
7290GRL_Pit=PIT
7291
7292NavMatchOptions=MATCH OPTIONS
7293ArenaSelectToggleMatchOptions=MATCH OPTIONS
7294ArenaContested=ARENA KONTESTED
7295MatchOptionsTitle=MATCH OPTIONS
7296MatchOptionsPlayerLeft=PLAYER 1
7297MatchOptionsPlayerRight=PLAYER 2
7298MatchOptionsSettingWarning=Match Options must be unanimous to change the default setting
7299MatchOptionsOn=ON
7300MatchOptionsOff=OFF
7301MatchOptionsCompetitiveModeTitle=KOMPETITIVE MODE
7302MatchOptionsCompetitiveModeDesc=Gear Stats, Augments, and Abilities are inactive.
7303MatchOptionsHandicapTitle=LEVEL HANDICAP
7304MatchOptionsHandicapDesc=Both fighter's levels are equalized
7305MatchOptionsInteractablesTitle=INTERACTIVE ENVIRONMENTS
7306MatchOptionsInteractablesDesc=Players can utilize the environment during the fight
7307MatchOptionsTransitionsTitle=ARENA TRANSITIONS
7308MatchOptionsTransitionsDesc=Players can knock fighters into other arenas
7309LoadoutLockMsgGeneral="This loadout is not allowed."
7310CharLockMsgGeneral="This character is not allowed."
7311
73121ST=1st
73132ND=2nd
73143RD=3rd
7315
7316AIFDefenseSave=Do you want to save your defending team?
7317
7318Abilities=ABILITIES
7319Augments=AUGMENTS
7320Augment=AUGMENT
7321AIAttributes=AI ATTRIBUTES
7322AutoFighter=AUTO FIGHTER
7323NoAbilitiesEquipped=NO ABILITIES EQUIPPED
7324NoAugmentsEquipped=NO AUGMENTS EQUIPPED
7325On=ON
7326Off=OFF
7327
7328[TeamSelect]
7329ScreenTitle=CHOOSE YOUR TEAM
7330LeftTeam=TEAM 1
7331RightTeam=TEAM 2
7332Slot0=Partner
7333Slot1=Begins Match
7334Slot2=Begins Match
7335Slot3=Partner
7336
7337
7338[GamepadPreset]
7339Label=GAMEPAD PRESET
7340Default=DEFAULT
7341
7342[InstallProgress]
7343Installing=Estimated Time Until Available:
7344Hours=hours
7345Hour=hour
7346Minutes=minutes
7347Minute=minute
7348Seconds=seconds
7349Second=second
7350Unavailable=Unavailable
7351
7352[MainMenu]
7353MainMenu=MAIN MENU
7354DefaultDescription=
7355Konquer=KONQUER
7356KonquerMainMenuDescription=Play Story Mode, Towers, or Unlock Rewards in the Krypt
7357Fight=FIGHT
7358FightMainMenuDescription=Get Right Into the Fight with Local or Online Matches
7359Kustomize=KUSTOMIZE
7360KustomizeMainMenuDescription=Personalize Your Characters and View the Items You've Kollected
7361Learn=LEARN
7362LearnMainMenuDescription=Become a Better Fighter and Keep Your Skills Sharp
7363Krypt=KRYPT
7364KryptMainMenuDescription=Explore the World of Mortal Kombat and Kollect Treasures
7365SecretCard=? ? ?
7366SecretCardMainMenuDescription=
7367LocalFight=LOCAL
7368LocalFightMainMenuDescription=Fight 1v1 Against a Human or CPU Opponent
7369Tournament=TOURNAMENT
7370TournamentMainMenuDescription=Fight a Human Opponent with Tournament Settings Enabled
7371TournamentSettings=TOURNAMENT SETTINGS
7372Online=ONLINE
7373OnlineMainMenuDescription=Battle Online Against Other Players
7374LiveBattles=AI BATTLE
7375LiveBattlesMainMenuDescription=Send Your Team of Kustomized AI Fighters to Battle Other Players' Teams
7376Characters=CHARACTERS
7377CharactersMainMenuDescription=Create Kustom Variations For Your Fighters
7378Inventory=KOLLECTION
7379InventoryMainMenuDescription=View the Treasures You've Kollected
7380Lessons=LESSONS
7381LessonsMainMenuDescription=Lessons Main Menu Description
7382DailyChallenges=DAILY CHALLENGES
7383SinglePlayer=SINGLE PLAYER
7384MultiPlayer=MULTIPLAYER
7385Versus=TWO PLAYER
7386SingleOrVersus=SINGLE OR VERSUS
7387SingleOrVersusMainMenuDescription=
7388NewStorySettings=NEW GAME SETTINGS
7389SingleFight=SINGLE PLAYER
7390AIFighter=AI BATTLE
7391AIFighterCustomizeCharacters=KUSTOMIZE AI CHARACTERS
7392AIFighterSetTeam=ASSIGN DEFENDERS
7393AIFighterFight=FIGHT
7394AIFighterFightFriends=SPAR WITH FRIENDS
7395AIFighterBattleLog=BATTLE LOG
7396AIFighterLeaderboards=LEADERBOARDS
7397AIFighterCustomizeCharactersDescription=Equip Gear and Assign Attributes for AI Use
7398AIFighterSetTeamDescription=Set Your Team of 3 Defenders for Others to Search and Battle
7399AIFighterFightDescription=Search for and Challenge Defenders Set by Other Players
7400AIFighterFightFriendsDescription=Search for and Spar Against Defenders Set by Friends
7401AIFighterBattleLogDescription=View Match Results and Watch Replays
7402AIFighterLeaderboardsDescription=Check Your Current Global Ranking
7403ExtrasMainMenuDescription=View Kombat Kard, Watch Replays, and Explore Additional Game Kontent
7404SingleMainMenuDescription=Play Offline Game Modes Designed for a Single Player
7405MultiMainMenuDescription=Play Game Modes Designed for Multiple Players
7406VersusMainMenuDescription=Battle Locally With Friends
7407CustomizeMainMenuDescription=Equip Gear and Create Loadouts for Your Characters
7408GuildMainMenuDescription=View Your Guild Page and Participate in Guild Specific Modes
7409LootMainMenuDescription=Decode Mother Boxes and Upgrade or Modify Kollected Gear
7410AiFighterMainMenuDescription=Create an AI Controlled Team and Challenge Other Players for Rewards
7411SignInProfileDescription=You must be signed in to access the Mortal Kombat†11 servers
7412KontentUnAvailable=This kontent is unavailable.
7413
7414OptionsMainMenuDescription=Adjust Game Settings
7415ChatLobbiesMainMenuDescription=Meet Up With Other Players to Send or Receive Fight Requests
7416RankedMatchMainMenuDescription=Win/Losses Count Towards Your Global Standings
7417PlayerMatchMainMenuDescription=Unranked Match Against a Random Opponent
7418PrivateMatchMainMenuDescription=Unranked Match Against a Friend
7419SpecialEventMainMenuDescription=Special Events Description
7420OnlineAISet=AI ONLY
7421LeaderboardsMainMenuDescription=View Your Global Standings
7422HotSeatMainMenuDescription=Fight Consecutive Matches Against a Group of Opponents
7423StoryMainMenuDescription=Battle Your Way Through the Epic Story of Mortal Kombat 11
7424SingleFightMainMenuDescription=A One on One Match Against the AI
7425LadderMainMenuDescription=
7426PortalsMainMenuDescription=Konquer an Ever Changing Rotation of Challenging Towers
7427KlassicMainMenuDescription=Unlock Character Endings by Defeating Klassic Mortal Kombat Towers
7428Ps4ControllerConfigMainMenuDescription=Set Button Mapping on Your Wireless Controller
7429ControllerConfigMainMenuDescription=Set Button Mapping on Your Controller
7430AVSettingsMainMenuDescription=Adjust Volume and Audio Experience
7431VideoSettingsMainMenuDescription=Adjust the Visual Display
7432GameplaySettingsMainMenuDescription=Adjust Difficulty and Other In Game Settings
7433TournamentSettingsMainMenuDescription=Adjust Settings Used in Offline Multiplayer Tournaments
7434OnlineSettingsMainMenuDescription=Adjust Online Settings
7435MatchReplaysMainMenuDescription=View Replays of Recently Played Matches
7436KombatKardMainMenuDescription=View Your Player History and Kustomize Your Kombat Kard
7437CreditsVideoMainMenuDescription=View the Mortal Kombat†11 Credits
7438LinkToMobileMainMenuDescription=Earn Bonus Rewards by Linking to the Mortal Kombat Mobile Game
7439LinkToMobileMainMenuDescriptionUC=LINK TO MORTAL KOMBAT MOBILE NOW AND UNLOCK THE GRID PREMIER SKIN!
7440PracticeMainMenuDescription=Hone Your Skills Against a Programmable AI Opponent
7441OVersusMainMenuDescription=Search for an Unranked Match
7442OnlineKOTHKlassicMainMenuDescription=Search for a King of the Hill Match
7443OnlineKOTHHotSeatMainMenuDescription=Host Stays King
7444PVersusMainMenuDescription=Invite a Friend to a 1v1 Match
7445POnlineKOTHKlassicMainMenuDescription=Invite Friends to a King of the Hill Match
7446POnlineSurvivorMainMenuDescription=Invite Friends to a Survivor Match
7447POnlineKOTHHotSeatMainMenuDescription=Invite Friends to a Hot Seat Match
7448PPracticeMainMenuDescription=Invite a Friend to Practice Against
7449TutorialMainMenuDescription=Learn Basic and Advanced Tactics for Your Fighters
7450FatalityTutorialMainMenuDescription=Learn to Execute Fatalities
7451
7452
7453Guild=GUILDS
7454GuildCreate=CREATE GUILD
7455GuildCreateDesc=Create a new Guild
7456GuildJoin=JOIN GUILD
7457GuildJoinDesc=Join an existing Guild
7458GuildView=VIEW GUILD
7459GuildViewDesc=View your Guild's page
7460GuildEdit=EDIT GUILD
7461GuildEditDesc=Edit your Guild information
7462GuildLeave=LEAVE GUILD
7463GuildLeaveDesc=Leave your Guild
7464Online_Xbox=XBOX LIVE
7465RankedMatch=RANKED MATCH
7466PlayerMatch=KASUAL MATCH
7467PrivateMatch=PRIVATE MATCH
7468SpecialEvent=SPECIAL EVENTS
7469TournamentMatch=TOURNAMENT MATCH
7470Leaderboards=LEADERBOARDS
7471ChatLobbies=ROOMS
7472Online1v1=VERSUS
7473Online1v1.Comp=KOMPETITIVE VERSUS
7474OnlineKOTHKlassic=KING OF THE HILL
7475OnlineKOTHKlassic.Comp=KOMPETITIVE KING OF THE HILL
7476OnlineSurvivor=SURVIVOR
7477OnlineSurvivor.Comp=KOMPETITIVE SURVIVOR
7478OnlineKOTHHotSeat=HOT SEAT
7479OnlineKOTHHotSeat.Comp=KOMPETITIVE HOT SEAT
7480OnlineGroupBattle=GROUP BATTLE
7481OnlineTagBattle=TAG BATTLE
7482OnlineSpecialEvents=SPECIAL EVENT
7483AsyncRaid=ASYNC RAID
7484AllForOne=ALL FOR ONE
7485Ranked1v1=RANKED PLAYER VS PLAYER
7486Player1v1=PLAYER VS PLAYER
7487Portals=TOWERS OF TIME
7488Klassic=KLASSIC TOWERS
7489Practice=PRACTICE
7490Tutorial=TUTORIAL
7491FatalityTutorial=FATALITY TRAINING
7492TestYourLuck=TEST YOUR LUCK
7493TestYourMight=TEST YOUR MIGHT
7494TestYourStrike=TEST YOUR STRIKE
7495Settings=SETTINGS
7496AVSettings=AUDIO SETTINGS
7497VideoSettings=VIDEO SETTINGS
7498GameplaySettings=GAMEPLAY SETTINGS
7499TourmanentSettings=TOURNAMENT SETTINGS
7500OnlineSettings=ONLINE SETTINGS
7501Story=STORY
7502NewStory=NEW GAME
7503ContinueStory=KONTINUE
7504ChapterSelect=CHAPTERS
7505NewIndicator=NEW
7506KombatKardPopup=KOMBAT KARD POPUP
7507KombatKardLocal=LOCAL KOMBAT KARD
7508KombatKardOnline=ONLINE KOMBAT KARD
7509View=VIEW
7510Customize=KUSTOMIZE
7511Extras=EXTRAS
7512ControllerConfig=CONTROLS
7513ControllerConfig.PS4=CONTROLS
7514ControllerConfig.XB1=CONTROLS
7515DLC=DOWNLOADABLE CONTENT
7516DLC.PS4=PLAYSTATION"! STORE
7517DLC.XB1=Xbox Store
7518BuyNewContent=BUY/DOWNLOAD KONTENT
7519RedeemCode=REDEEM CODE
7520CreditsVideo=CREDITS
7521MatchReplays=MATCH REPLAYS
7522Options=OPTIONS
7523Equipment=KUSTOMIZE CHARACTERS
7524LootChests=BROTHER EYE VAULT
7525UpdatingGameData=Updating Game Data&
7526SwitchUser=CHANGE PROFILE
7527SignIn=SIGN IN TO PROFILE
7528Store=STORE
7529Accept=ACCEPT
7530Back=BACK
7531Close=CLOSE
7532LinkToMobile=LINK TO MOBILE
7533LinkToMobileFailed=Failed to link to Mortal Kombat Mobile. Please try again later.
7534LinkToMobileSuccess=Enter code on Mortal Kombat Mobile to link:
7535BetaEULA=Beta EULA
7536InstallingOnline=The required kontent to enter online has not been installed
7537InstallingMode=The required kontent to enter this mode has not been installed
7538PortalExpires=<font color='#{fontColor:%hs}'>Expires {expires:%hs}</font>
7539DebugDateTimeDescription=(Up/Down) change number, (Left/Right) change options
7540DebugNavigationText=DEBUG MENU
7541OptionsNavigationText=OPTIONS
7542EULANavigationText=EULA
7543
7544GameplayOptionsHeader=GAMEPLAY
7545TournamentOptionsHeader=TOURNAMENT
7546ControllerOptionsHeader=CONTROLS
7547OnlineOptionsHeader=ONLINE
7548AudioOptionsHeader=AUDIO
7549VideoOptionsHeader=VIDEO
7550
7551CapturingLoadout=CAPTURING LOADOUT. PLEASE WAIT.
7552RetrievingKryptProgression=RETRIEVING KRYPT DATA
7553ErrorRetrievingKryptProgression=THERE WAS AN ERROR RETRIEVING KRYPT DATA. PLEASE TRY AGAIN LATER.
7554
7555[PlayerProfile]
7556PlayerProfile=KOMBAT KARD
7557Quests=CURRENT ACTIVITY
7558Notifications=NOTIFICATIONS
7559KareerStats=KAREER STATS
7560
7561; These icon substitutions live in KombatKardLibIconSubstitutionMap.as
7562DailyChallenges=[Daily]DAILY CHALLENGES
7563TrackedGoals=[Goals]TRACKED GOALS
7564AIFighter=[AIFighter]AI FIGHTER DAILY REWARDS
7565FinishIt=[FinishIt]FINISH IT
7566RaceAgainstTime=[Towers]RACE AGAINST TIME
7567
7568TrackedGoalsFTUE=
7569AIFighterFTUE=
7570FinishItFTUE=
7571
7572TowersBeat=TOWERS BEAT
7573TotalScore=TOTAL TOWER SCORE
7574EstimatedPlacement=ESTIMATED PLACEMENT
7575
7576Top=TOP {num:%d}%
7577
7578Attacking=ATTACKING
7579Defending=DEFENDING
7580
7581Icons=ICONS
7582Backgrounds=BACKGROUNDS
7583
7584EditHeroCard=EDIT KOMBAT KARD
7585SaveHeroCard=SAVE KOMBAT KARD
7586CancelHeroCard=CANCEL
7587
7588NoNotifications=NO NOTIFICATIONS
7589
7590Dismiss=DISMISS CHALLENGE
7591Consume=CLAIM REWARD
7592
7593Koin=Koins
7594Premium=Premium Currency
7595XPBoost=Gear XP Boosts
7596EasyFatality=Easy Fatalities
7597SkipFight=Skip Fights
7598Soul=Souls
7599Heart=Hearts
7600
7601[KombatFeed]
7602KombatFeed=STORE
7603
7604PremiumShop=PREMIUM SHOP
7605BattlePass=BATTLE PASS
7606News=NEWS
7607Store=STORE
7608
7609Featured=FEATURED ITEMS
7610DailyItems=DAILY ITEMS
7611ConfirmPurchase=Are you sure you want to purchase {reward:%s} for {cost:%u} premium currency?
7612PurchaseInFlight=Please wait. Connecting to MK11 Servers.
7613InsufficientFunds=You must have {cost:%u} premium currency to buy {reward:%s}
7614PurchaseError=There was an error purchasing {reward:%s}
7615PurchaseHold=PURCHASE
7616
7617DLC.PS4=PLAYSTATION"! STORE
7618DLC.XB1=Xbox Store
7619DLC=STORE
7620
7621Accept=ACCEPT
7622Scroll=SCROLL
7623
7624SortedBy=SORTED BY:
7625Redeem=REDEEM CODE
7626LinkToMobile=LINK TO MOBILE
7627
7628AmountBlank=
7629Amount1=x1
7630Amount10=x10
7631BestValue=BEST VALUE
7632
7633DismissNotification={button:%hs} Dismiss
7634
7635[HUB]
7636GenericRowTitle=SOME ROW TITLE
7637GenericRowDesc=SOME ROW DESCRIPTION
7638
7639GenericTile.Title=SOME TILE TITLE
7640GenericTile.Desc=SOME TILE DESCRIPTION
7641
7642Locked=LOCKED
7643
7644[Kollection]
7645Kollection=KOLLECTION
7646PlayPrompt={dbutton:%hs} PLAY
7647ToggleFullscreenPrompt={dbutton:%hs} TOGGLE FULLSCREEN
7648
7649; ROWS
7650ConceptArt.Title=CONCEPT ART
7651ConceptArt.Desc=
7652Extras.Title=EXTRAS
7653Extras.Desc=
7654
7655; TILES
7656Characters.Title=CHARACTERS
7657Characters.Desc=
7658Environments.Title=ENVIRONMENTS
7659Environments.Desc=
7660Story.Title=STORY
7661Story.Desc=
7662Endings.Title=ENDINGS
7663Endings.Desc=
7664Music.Title=MUSIC
7665Music.Desc=
7666Empty.Title=
7667Empty.Desc=
7668
7669[Kollection.Galleries]
7670Characters=CHARACTER PLACEHOLDER
7671Characters.BAR=BARAKA
7672Characters.CAS=CASSIE CAGE
7673Characters.CET=CETRION
7674Characters.FRO=FROST
7675Characters.DVO=D'VORAH
7676Characters.ERR=ERRON BLACK
7677Characters.JAC=JACQUI
7678Characters.JAD=JADE
7679Characters.JOH=JOHNNY CAGE
7680Characters.JAX=JAX
7681Characters.KAB=KABAL
7682Characters.KAN=KANO
7683Characters.KIT=KITANA
7684Characters.KOL=KOLLECTOR
7685Characters.KOT=KOTAL KAHN
7686Characters.KRO=KRONIKA
7687Characters.KUN=KUNG LAO
7688Characters.LIU=LIU KANG
7689Characters.NOO=NOOB
7690Characters.RAI=RAIDEN
7691Characters.SCO=SCORPION
7692Characters.SHA=SHAO KAHN
7693Characters.SKA=SKARLET
7694Characters.SON=SONYA
7695Characters.SUB=SUB ZERO
7696Characters.TER=GERAS
7697
7698Environments=ENVIRONMENT PLACEHOLDER
7699Environments.BDR=BLACK DRAGON FIGHT KLUB
7700Environments.BLM=BLACK MARKET ALLEY
7701Environments.CLK=CYBER LIN KUEI ASSEMBLY
7702Environments.GRL=GORO'S LAIR
7703Environments.KHS=KHARON'S SHIP
7704Environments.KLB=KOLISEUM BEAST PEN
7705Environments.KRK=KRONIKA'S HOURGLASS
7706Environments.KRY=KRYPT ? (PLACEHOLDER)
7707Environments.KTL=KOTAL'S KOLISEUM
7708Environments.KYT=LOST HIVE OF THE KYTINN
7709Environments.MAM=MAIN MENU ? (PLACEHOLDER)
7710Environments.SHI=SHINNOK'S BONE TEMPLE
7711Environments.SHN=SHAOLIN TRAP DUNGEON
7712Environments.SOB=SEA OF BLOOD
7713Environments.SPF=SPECIAL FORCES DESERT COMMAND
7714Environments.SRR=SHIRAI RYU FIRE GARDEN
7715Environments.STR=SHANG TSUNG'S ISLAND RUINS
7716Environments.TGB=TANK GARAGE BUNKER
7717Environments.TRN=TOURNAMENT
7718Environments.TWC=TARKATAN WAR KAMP
7719Environments.WSG=WU SHI DRAGON GROTTO
7720
7721Story=STORY PLACEHOLDER
7722Story.Environments=ENVIRONMENTS
7723Story.NPCs=NPCS
7724Story.PROPS=PROPS
7725
7726Music=MUSIC PLACEHOLDER
7727Music.BDR=BLACK DRAGON FIGHT KLUB
7728Music.BLM=BLACK MARKET ALLEY
7729Music.CLK=CYBER LIN KUEI ASSEMBLY
7730Music.GRL=GORO'S LAIR
7731Music.KHS=KHARON'S SHIP
7732Music.KLB=KOLISEUM BEAST PEN
7733Music.KRK=KRONIKA'S HOURGLASS
7734Music.KRY=KRYPT ? (PLACEHOLDER)
7735Music.KTL=KOTAL'S KOLISEUM
7736Music.KYT=LOST HIVE OF THE KYTINN
7737Music.MAM=MAIN MENU ? (PLACEHOLDER)
7738Music.SHI=SHINNOK'S BONE TEMPLE
7739Music.SHN=SHAOLIN TRAP DUNGEON
7740Music.SOB=SEA OF BLOOD
7741Music.SPF=SPECIAL FORCES DESERT COMMAND
7742Music.SRR=SHIRAI RYU FIRE GARDEN
7743Music.STR=SHANG TSUNG'S ISLAND RUINS
7744Music.TGB=TANK GARAGE BUNKER
7745Music.TRN=TOURNAMENT
7746Music.TWC=TARKATAN WAR KAMP
7747Music.WSG=WU SHI DRAGON GROTTO
7748
7749Endings=ENDINGS PLACEHOLDER
7750Endings.BAR=BARAKA
7751Endings.CAS=CASSIE CAGE
7752Endings.CET=CETRION
7753Endings.FRO=FROST
7754Endings.DVO=D'VORAH
7755Endings.ERR=ERRON BLACK
7756Endings.JAC=JACQUI
7757Endings.JAD=JADE
7758Endings.JOH=JOHNNY CAGE
7759Endings.JAX=JAX
7760Endings.KAB=KABAL
7761Endings.KAN=KANO
7762Endings.KIT=KITANA
7763Endings.KOL=KOLLECTOR
7764Endings.KOT=KOTAL KAHN
7765Endings.KRO=KRONIKA
7766Endings.KUN=KUNG LAO
7767Endings.LIU=LIU KANG
7768Endings.NOO=NOOB
7769Endings.RAI=RAIDEN
7770Endings.SCO=SCORPION
7771Endings.SEK=SEKTOR
7772Endings.SHA=SHAO KAHN
7773Endings.SKA=SKARLET
7774Endings.SON=SONYA
7775Endings.SUB=SUB ZERO
7776Endings.TER=GERAS
7777Endings.Credits=CREDITS
7778
7779[Guilds]
7780CreateGuild=CREATE GUILD
7781JoinGuild=JOIN GUILD
7782EditGuild=EDIT GUILD
7783Memberlist=GUILD MEMBERS
7784NameHeader=GUILD NAME
7785TypeHeader=TYPE
7786SlotHeader=OPEN SLOTS
7787LevelHeader=LVL REQ
7788MOTD=MESSAGE OF THE DAY
7789GuildPoints=GUILD POINTS
7790DailyPoints=YOUR DAILY
7791MemberPoints=YOUR TOTAL
7792TotalPoints=GUILD TOTAL
7793Blank=
7794InputDefault=
7795GuildName=ENTER GUILD NAME
7796GuildNameDescription=Enter a valid guild name
7797GuildTag=GUILD TAG
7798GuildTagDescription=Enter a valid guild tag
7799GuildMotto=GUILD MOTTO
7800GuildMottoDescription=Enter a valid guild motto
7801GuildMOTD=MESSAGE OF THE DAY
7802GuildMOTDDescription=Enter a valid guild message
7803PrivacyType=SELECT TYPE
7804Public=PUBLIC
7805Private=PRIVATE
7806Invite=INVITE ONLY
7807LvlRequire=LVL REQUIREMENT
78080=0
78095=5
781010=10
781115=15
781220=20
781325=25
781430=30
781535=35
781640=40
781745=45
781850=50
7819Confirm=CONFIRM
7820NameTakenMsg=ERROR: GUILD NAME ALREADY EXISTS
7821GenericErrorMsg=THERE WAS AN ERROR
7822
7823[Pause]
7824PauseMenu=PAUSE MENU
7825Pause=PAUSE
7826DefaultDescription=
7827Paused=PAUSED
7828Resume=RESUME
7829Skip=SKIP
7830Movelist=MOVE LIST
7831GamepadPreset=CONTROLS
7832GamepadPreset.PS4=CONTROLS
7833GamepadPreset.XB1=CONTROLS
7834PlayerSelect=CHARACTER SELECT
7835LadderSelect=TOWER SELECT
7836ActiveModifers=ACTIVE MODIFIERS
7837Quit=QUIT
7838SkipFight=SKIP FIGHT [skipFight] 1
7839MainMenu=MAIN MENU
7840AIFighter=AI BATTLE
7841RestartMatch=RESTART MATCH
7842EndEndlessRun=FINISH TOWER
7843ToTheater=EXIT PRACTICE
7844ToReplay=RESTART REPLAY
7845ToggleTheaterView=TOGGLE THEATER VIEW
7846ReturnToCap=GEAR KUSTOMIZATION
7847AIOptions=AI OPTIONS
7848PracticeOptions=PRACTICE OPTIONS
7849ButtonLog=BUTTON LOG:
7850ShowHUD=GAME HUD:
7851CollisionRegion=COLLISION REGION:
7852Tutorial.Skip=SKIP CURRENT TASK
7853Tutorial.Previous=RETURN TO PREVIOUS SECTION
7854Tutorial.Restart=RESTART CURRENT SECTION
7855Tutorial.HUB=TUTORIAL HUB
7856On=ON
7857Off=OFF
7858Full=FULL
7859Normal=NORMAL
7860Flawless=FLAWLESS
7861XenonCtlrPullMsg=Controller has been Disconnected
7862PS3CtlrPullMsg=
7863Passive=PASSIVE
7864AI=AI
7865Human=HUMAN
7866Custom=KUSTOM
7867Very easy=VERY EASY
7868Easy=EASY
7869Medium=MEDIUM
7870getup_Medium=MEDIUM
7871Very hard=VERY HARD
7872Hard=HARD
7873Auto=AUTO
7874All=ALL
7875Hold=STANCE HOLD
7876Stand=STAND
7877Duck=DUCK
7878Jump=JUMP
7879Hop=HOP
7880Random=RANDOM
7881Up=UP
7882Away=AWAY
7883Down=DOWN
7884Back=BACK
7885High=HIGH
7886Low=LOW
7887EnemyType=ENEMY TYPE:
7888AIDifficulty=AI DIFFICULTY:
7889BlockMode=BLOCK MODE:
7890BlockType=BLOCK TYPE:
7891MovementMode=MOVEMENT MODE:
7892RollMode=ROLL MODE:
7893GetupMode=DELAYED GETUP:
7894ReactionEscape=BREAKAWAY:
7895EndTraining=END TRAINING
7896SaveAndExit=SAVE AND EXIT
7897ExitWithoutSaving=EXIT WITHOUT SAVING
7898Confirm=CONFIRM
7899Cancel=CANCEL
7900OnLeft=(FACING RIGHT)
7901OnRight=(FACING LEFT)
7902Player=PLAYER
7903ConstrainedPause=GAME PAUSED
7904RandomAttack=RANDOM ATTACK
7905RandomCombo=RANDOM KOMBO
7906BlockAttackA=BlockAttackA
7907BlockAttackB=BlockAttackB
7908FatalityRetry=RETRY FATALITY
7909
7910Versus=VS
7911RecordPlayback=RECORD/PLAYBACK
7912EmptyRecordSlot=EMPTY SLOT
7913ConfirmLoadMatch=This will load a new match. Do you wish to kontinue?
7914ConfirmUnableToPlaybackMove=Some of the kontent related to this recording has been deleted or no longer exists. Would you like to delete this recording?
7915ConfirmReplaceMove=This will overwrite the recorded data in this slot. Are you sure?
7916ConfirmDeleteMove=Are you sure you wish to delete this entry?
7917DeleteError=Unable to delete an active recording
7918Accept=ACCEPT
7919Exit=BACK
7920Default=DEFAULT
7921ReversalMode=REVERSAL MODE:
7922ReversalAttack=REVERSAL ATTACK:
7923WakeupMode=GETUP MODE:
7924WakeupAttack=GETUP ATTACK:
7925ClashMode=CLASH
7926BlockEscape=BLOCK ATTACK:
7927ThrowBreak=THROW BREAK:
7928Stance=STANCE
7929JumpForward=JUMP FORWARD
7930JumpBack=JUMP BACK
7931RecordAI=RECORD
7932Playback=PLAYBACK
7933ResetPlayback=RESET ON PLAYBACK:
7934PlaybackTrigger=PLAYBACK TRIGGER:
7935QuickAIOptions=QUICK AI OPTIONS:
7936RightStick.PS4=RIGHT STICK
7937RightStick.XB1=RIGHT STICK
7938RightStick=RIGHT STICK
7939DamageInfo=DAMAGE INFO:
7940SuperMeter=METER FILL BEHAVIOR:
7941SuperMeterBars=SUPER METER BARS:
7942Refill=REFILL
7943ResetPosition=RESET POSITION:
7944ResetDistance=RESET DISTANCE:
7945DefaultDistance=DEFAULT
7946FullScreen=FULL SCREEN
7947Close=CLOSE
7948Center=CENTER
7949Left=LEFT
7950Right=RIGHT
7951LifePercentage=P1 LIFE PERCENTAGE:
7952LifePercentageP2=P2 LIFE PERCENTAGE:
7953SameAsP1=SAME AS P1
7954ControlPlayer=P1 CONTROL PLAYER:
795510%=10%
795620%=20%
795730%=30%
795840%=40%
795950%=50%
796060%=60%
796170%=70%
796280%=80%
796390%=90%
7964100%=100%
79650=0
79661=1
79672=2
79683=3
79694=4
7970RecordingSlot=RECORDING SLOT:
7971Tightrope=AREA:
7972P1Position=P1 POSITION:
7973InteractionZones=INTERACTION ZONES:
7974Show=SHOW
7975Hide=HIDE
7976InPlace=IN PLACE
7977SavedPosition=SAVED POSITION
7978UpdateSavedPosition=UPDATE SAVED POSITION
7979Record=RECORD
7980Delete=DELETE
7981Play=PLAY
7982EmptyMove=EMPTY MOVE
7983Short=SHORT
7984Long=LONG
7985P1=P1
7986P2=P2
7987Both=BOTH
7988FrameData=FRAME DATA
7989P1Loadout=P1 LOADOUT:
7990P2Loadout=P2 LOADOUT:
7991Interactables=INTERACT BACKGROUND:
7992RememberSettings=REMEMBER SETTINGS:
7993
7994[ConnectionStatus]
7995Title=NETWORK STATUS
7996PlatformProfileNameXB1=GAMERTAG:
7997PlatformProfileNamePS4=Online ID:
7998PlatformProfileNamePC=Profile:
7999HydraStudio= HYDRA STATUS
8000Authenticated=AUTHENTICATED:
8001EndPoint=ENDPOINT:
8002RealtimeConnected=RT CONNECTED:
8003RealtimeEndPoint=RT SESSION:
8004ClientID=CLIENT ID:
8005DeviceID=DEVICE ID:
8006SessionID=SESSION ID:
8007TRUE=TRUE
8008FALSE=FALSE
8009NotAvailable=N/A
8010Empty=
8011
8012[MatchReplay]
8013MatchReplay=MATCH REPLAYS
8014Recent=RECENT
8015Favorite=FAVORITE
8016RecentHeader=RECENT MATCHES
8017FavoriteHeader=FAVORITE SAVED MATCHES
8018Background=ARENA
8019Time=TIME
8020VS=VS
8021P1=PLAYER 1
8022P2=PLAYER 2
8023Mode=MODE
8024Playback=PLAYBACK
8025Delete=DELETE
8026Exit=EXIT
8027PageUpDown=PAGE UP/DOWN
8028HideDamage=HIDE DAMAGE
8029ShowDamage=SHOW DAMAGE
8030HideButtons=HIDE BUTTONS
8031ShowButtons=SHOW BUTTONS
8032HideFrameData=HIDE FRAME DATA
8033ShowFrameData=SHOW FRAME DATA
8034Pause=PAUSE PLAYBACK
8035Resume=RESUME PLAYBACK
80362x=FAST FORWARD [2X]
80374x=FAST FORWARD [4X]
8038Step=STEP FRAME
8039Half=SLOW MOTION
8040
8041[CharacterModule]
8042Level=LVL
8043Strength=STR
8044Ability=ABL
8045Defense=DEF
8046Health=HP
8047
8048[GearModule]
8049Strength=STRENGTH
8050Ability=ABILITY
8051Defense=DEFENSE
8052Health=HEALTH
8053XStat=AUGMENT
8054SetBonus=SET BONUS
8055SellDescriptionFormatted="SELL PRICE: {price:%s}"
8056SellPriceNotAvailable="VERIFYING PRICE"
8057
8058[KombatKard]
8059Page_0=OVERVIEW
8060Page_1=CHARACTER HISTORY
8061Page_2=ONLINE HISTORY
8062Page_3=KOMBAT LEAGUE HISTORY
8063Page_4=OFFLINE HISTORY
8064Page_5=AI HISTORY
8065Page_6=MATCH REPLAYS
8066Page_7=MEDALLIONS
8067EnterPagePrompt={button:%hs} ENTER PAGE
8068KombatLeague=KOMBAT LEAGUE
8069KombatLeague.Points=KOMBAT POINTS
8070KombatLeague.Rank=KOMBATANT
8071OverallStats=OVERALL STATS
8072OverallStats.Hours=HOURS PLAYED
8073OverallStats.Blood=PINTS OF BLOOD SPILLED
8074OverallStats.Gear=GEAR KOLLECTED
8075OverallStats.Artifact=DAILY CHALLENGES
8076OverallStats.OnlineWin=ONLINE WIN RATE
8077OverallStats.OnlineStreak=ONLINE WIN STREAK
8078OverallStats.Fatalities=FATALITIES
8079OverallStats.Brutalities=BRUTALITIES
8080OverallStats.Mercies=MERCIES
8081OverallStats.Flawless=FLAWLESS ROUNDS
8082Offline.TowersOfTime=RACE AGAINST TIME
8083Offline.RATScore=CURRENT SCORE
8084Offline.RATTowers=TOWERS KOMPLETED
8085Offline.StatsHeader=OFFLINE STATS
8086Offline.TowerFights=ToT FIGHTS KOMPLETED
8087Offline.TowersCompleted=TOWERS KOMPLETED
8088Offline.PortalsCompleted=PORTALS KOMPLETED
8089Offline.CurrentStage=CURRENT GAUNTLET STAGE
8090Offline.StoryCompletion=STORY KOMPLETION
8091Offline.KryptChests=KRYPT CHESTS OPENED
8092Offline.KryptBodies=KRYPT BODIES DESTROYED
8093Offline.KryptPots=KRYPT POTS DESTROYED
8094Offline.TutorialsCompleted=TUTORIAL KOMPLETION
8095Offline.CharacterTutorials=CHARACTER TUTORIALS KOMPLETED
8096Medallions=MEDALLIONS
8097Medallion=MEDALLION
8098OnlineMedallions=ONLINE MEDALLIONS
8099OfflineMedallions=OFFLINE MEDALLIONS
8100AIMedallions=AI MEDALLIONS
8101TopMedallions=TOP MEDALLIONS
8102MostPlayed=MOST PLAYED CHARACTERS
8103MostPlayed.Games=GAMES
8104MostPlayed.MainWinRatio=WIN RATIO
8105MostPlayed.WinRatio={num:%.1f}%
8106CharHistory.Character=CHARACTER
8107CharHistory.ItemCount=GEAR UNLOCKED
8108CharHistory.OnlineWL=ONLINE W/L
8109CharHistory.Usage=USAGE %
8110CharHistory.StatsPrompt={rbutton:%hs} CLOSE {up:%hs}/{down:%hs} PREVIOUS/NEXT CHARACTER
8111CharHistory.GridPrompt={dbutton:%hs} VIEW ONLINE KOMBAT STATS
8112CharHistory.Stats.AttackingHeader=ATTACKING AS
8113CharHistory.Stats.AttackingDescription=Damage DEALT from kombos starting with each attack type
8114CharHistory.Stats.DefendingHeader=DEFENDING AGAINST
8115CharHistory.Stats.DefendingDescription=Damage TAKEN from kombos starting with each attack type
8116CharHistory.Stats.Low=LOWS
8117CharHistory.Stats.Mid=MIDS
8118CharHistory.Stats.High=HIGHS
8119CharHistory.Stats.Overhead=OVERHEADS
8120CharHistory.Stats.SpecialMove=SPECIAL MOVES
8121CharHistory.Stats.Throw=THROWS
8122CharHistory.Stats.Interact=INTERACTS
8123CharHistory.Stats.Supermove=FATAL BLOWS
8124MatchReplays.YouHeader=PLAYER
8125MatchReplays.OpponentHeader=OPPONENT
8126MatchReplays.ModeHeader=MODE
8127MatchReplays.DateHeader=DATE
8128MatchReplays.ResultHeader=RESULT
8129MatchReplays.PopupPrompt={dbutton:%hs} VIEW OPTIONS
8130MatchReplays.EmptyPrompt=YOUR MATCH REPLAYS WILL SHOW UP HERE
8131MatchReplays.Won=<font color='#336633'>WON</font>
8132MatchReplays.Lost=<font color='#660000'>LOST</font>
8133MatchReplays.DNF=DNF
8134MatchReplays.Popup.ViewKombatKard=VIEW OPPONENT'S KOMBAT KARD
8135MatchReplays.Popup.ViewOpponentMesh=VIEW OPPONENT'S CHARACTER
8136MatchReplays.Popup.ViewYourMesh=VIEW PLAYER'S CHARACTER
8137MatchReplays.Popup.WatchReplay=WATCH REPLAY
8138MatchReplays.Popup.FavoriteReplay=FAVORITE REPLAY
8139MatchReplays.Popup.DeleteReplay=DELETE REPLAY
8140MatchReplays.Popup.ClosePrompt={rbutton:%hs} CLOSE
8141KombatLeague.SeriesHeader=SERIES
8142KombatLeague.RankHeader=RANK
8143KombatLeague.PointsHeader=KOMBAT POINTS
8144KombatLeague.CharacterHeader=MOST PLAYED
8145KombatLeague.ActiveHeader=CURRENT SERIES
8146Online.Standings=ONLINE GLOBAL STANDINGS
8147Online.Stats=ONLINE STATS
8148Online.KombatLeagueRank=RANKED SETS
8149Online.PlayerMatchRank=KASUAL MATCHES
8150Online.RankedSetsTotal=RANKED SETS PLAYED
8151Online.RankedSetsWins=RANKED SETS WON
8152Online.RankedSetsStreak=RANKED SETS LONGEST STREAK
8153Online.PlayerMatchesTotal=KASUAL MATCHES PLAYED
8154Online.PlayerMatchesWins=KASUAL MATCHES WON
8155Online.PlayerMatchesStreak=KASUAL MATCHES LONGEST STREAK
8156Online.KOTHWins=KOTH WINS
8157Online.KOTHDethrones=KINGS DETHRONED
8158Online.KOTHStreak=LONGEST KOTH STREAK
8159Online.OnlineTime=TIME IN ONLINE MATCHES
8160AI.Header1=AI GLOBAL STANDINGS
8161AI.Header2=AI STATS
8162AI.BattleRank=AI BATTLE
8163AI.MatchRank=AI MATCHES
8164AI.TotalAIFights=TOTAL AI FIGHTS
8165AI.BattlesNumWins=AI BATTLES WON
8166AI.BattlesPlayed=AI BATTLES PLAYED
8167AI.BattlesStreak=AI BATTLES LONGEST STREAK
8168AI.BattlesSweeps=AI BATTLES SWEPT
8169AI.MatchesSetsWon=AI MATCHES WON
8170AI.MatchesSetsPlayed=AI MATCHES PLAYED
8171AI.MatchesSetsSwept=AI MATCHES SWEPT
8172AI.MatchesSetsStreak=AI MATCHES LONGEST STREAK
8173AI.TowersCompleted=TOWERS COMPLETED BY AI
8174Medal.Damage1.title=KRIPPLING KOMBO
8175Medal.Damage1.desc=Perform a Kombo that deals 200 or more total damage during a match.
8176Medal.Damage2.title=BRUTAL KOMBO
8177Medal.Damage2.desc=Perform a Kombo that deals 300 or more total damage during a match.
8178Medal.Damage3.title=DEADLY KOMBO
8179Medal.Damage3.desc=Perform a Kombo that deals 400 or more total damage during a match.
8180Medal.Blood1.title=BLOODBATH
8181Medal.Blood1.desc=Spill 25 or more Pints of Blood in a single match.
8182Medal.Blood2.title=MASSACRE
8183Medal.Blood2.desc=Spill 100 or more Pints of Blood in a single match.
8184Medal.Blood3.title=SLAUGHTER HOUSE
8185Medal.Blood3.desc=Spill 200 or more Pints of Blood in a single match.
8186Medal.Punish.title=PUNISHMENT
8187Medal.Punish.desc=Hit your oppnent while they're recovering from an attack during a match.
8188Medal.Reversal.title=REVERSAL
8189Medal.Reversal.desc=Perform a Reversal by inputting a Special Move after blocking an opponent's attack during a match.
8190Medal.AirEscape.title=ESCAPE ARTIST
8191Medal.AirEscape.desc=Perform a Breakaway while being juggled during a match.
8192Medal.FlawlessBlock.title=FLAWLESS BLOCK
8193Medal.FlawlessBlock.desc=Perform a Flawless Block by timing your block at the time of contact during a match.
8194Medal.Interact.title=ENVIRONMENTAL ADVANTAGE
8195Medal.Interact.desc=Use any background interactable during a match.
8196Medal.KrushingBlow.title=BONE BREAKER
8197Medal.KrushingBlow.desc=Perform a Krushing Blow during a match.
8198Medal.FatalBlow.title=SLAYER
8199Medal.FatalBlow.desc=Perform a Fatal Blow during a match.
8200Medal.Brutality.title=BRUTAL FINISH
8201Medal.Brutality.desc=Finish a match with a Brutality.
8202Medal.Fatality.title=FATALITY
8203Medal.Fatality.desc=Finish a match with a Fatality.
8204Medal.Mercy.title=MERCY
8205Medal.Mercy.desc=Grant Mercy to your opponent at the end of a match.
8206Medal.FlawlessMatch.title=FLAWLESS MATCH
8207Medal.FlawlessMatch.desc=Finish a match without taking any damage.
8208Medal.FlawlessRound.title=FLAWLESS ROUND
8209Medal.FlawlessRound.desc=Finish a round without taking any damage.
8210Medal.RankedSetSweep.title=STEAMROLLER
8211Medal.RankedSetSweep.desc=Win an Online Ranked Set without losing a match.
8212Medal.RankStreak5.title=UNSTOPPABLE
8213Medal.RankStreak5.desc=Win 5 Online Ranked Sets in a row.
8214Medal.RankStreak10.title=JUGGERNAUT
8215Medal.RankStreak10.desc=Win 10 Online Ranked Sets in a row.
8216Medal.RankStreak25.title=RELENTLESS
8217Medal.RankStreak25.desc=Win 25 Online Ranked Sets in a row.
8218Medal.RankStreak50.title=MANIAC
8219Medal.RankStreak50.desc=Win 50 Online Ranked Sets in a row.
8220Medal.KingDethrone.title=KING SLAYER
8221Medal.KingDethrone.desc=Dethrone a King in King of the Hill.
8222GamesPlayed={numberstr:%s}
8223EditBackground=Edit Background
8224EditIcon=Edit Icon
8225RetrievingStats=DOWNLOADING PROFILE STATS&
8226LoadingAssets=LOADING ASSETS&
8227RetrievingStatsFailed="THERE WAS AN ERROR RETRIEVING THE PROFILE.\nSOME INFORMATION MAY BE INNACURATE OR UNAVAILABLE AT THIS TIME."
8228EquipWarning=You cannot equip locked items
8229Rank=RANK
8230CharacterName=CHARACTER NAME
8231Wins=WINS
8232Losses=LOSSES
8233WinLoss=WIN / LOSS
8234WinPercent=WIN %
8235GuildId=GUILD
8236KombatKoins=KOMBAT KOINS
8237XP=XP
8238Matches=MATCHES
8239Flawless=FLAWLESS VICTORIES
8240DoubleFlawless=DOUBLE FLAWLESS VICTORIES
8241TimeOverWins=TIME OUT WINS
8242XRay=FATAL BLOWS PERFORMED
8243LongestWinStreak=LONGEST WIN STREAK
8244LongestLoseStreak=LONGEST LOSING STREAK
8245LongestCombo=LONGEST KOMBO
8246FavoriteCharacter=FAVORITE CHARACTER
8247TimePlayed=TIME PLAYED
8248Fatalities=FATALITIES PERFORMED
8249Brutalities=BRUTALITIES PERFORMED
8250GuildPoints=GUILD POINTS
8251Disconnects=DISCONNECTS
8252FavoriteMode=FAVORITE MODE
8253Nemesis=NEMESIS
8254InteractionsUsed=LEVEL INTERACTIONS USED
8255TeamWins=TEAM WINS
8256TeamLosses=TEAM LOSSES
8257RankRanked=RANKED SETS RANK
8258RankPlayer1V1=KASUAL MATCH VERSUS RANK
8259RankKoth=KING OF THE HILL RANK
8260RankSurvivor=SURVIVOR RANK
8261Rank1V1=1V1 RANK
8262RankKoin=KOIN KOMBAT RANK
8263KoinsWon=KOINS WON
8264KoinsLost=KOINS LOST
8265KoinsLargestPayout=BIGGEST KOIN PAYOUT
8266PracticeTime=PRACTICE TIME
8267LaddersCompleted=TOWERS KOMPLETED
8268TopLadderScore=TOP TOWER SCORE
8269StoryModeCompletion=STORY MODE KOMPLETION %
8270TutorialModeCompletion=TUTORIAL MODE KOMPLETION %
8271DifficultyCompleted=HARDEST DIFFICULTY KOMPLETED
8272TotalContinues=TOTAL KONTINUES
8273MostPlayedMode=MOST PLAYED MODE
8274OnlineMatches=MATCHES ONLINE
8275OnlineWins=WINS ONLINE
8276OnlineLosses=LOSSES ONLINE
8277OnlineFlawless=FLAWLESS VICTORIES ONLINE
8278OnlineTimeOverWins=TIME OUT WINS ONLINE
8279OnlineXRay=FATAL BLOWS PERFORMED ONLINE
8280OnlineLongestWinStreak=LONGEST WIN STREAK ONLINE
8281OnlineFavoriteCharacter=FAVORITE CHARACTER ONLINE
8282OnlineTimePlayed=TIME PLAYED ONLINE
8283RespectPoints=RESPECT POINTS
8284KingsDethroned=KINGS DETHRONED
8285SurvivorsDethroned=SURVIVORS DETHRONED
8286HealthRecovered=HEALTH RECOVERED
8287NotAvailable=N/A
8288GamerCard={profileButton:%hs} GAMERCARD -{kombatHistoryButton:%hs} KOMBAT HISTORY
8289Profile={profileButton:%hs} PROFILE -{kombatHistoryButton:%hs} KOMBAT HISTORY
8290ViewInfo=View Info
8291HideInfo=Hide Info
8292EquipSet=Equip Set
8293PartOfSet=Part of Set
8294SupermovesConnected=FATAL BLOWS
8295PlayersHeaderChar=CHARACTER USED
8296PlayersHeaderCharLvl=CHARACTER LEVEL
8297PlayersHeaderDate=ENCOUNTERED
8298PlayersHeaderWinLose=WIN/LOSE
8299CurrencyEarned=CREDITS KOLLECTED
8300GuildCurrency=GUILD CREDITS KOLLECTED
8301Connecting=Connecting to server&
8302KomingSoon=KOMING SOON
8303Koming=KOMING
8304Soon=SOON
8305
8306[BigPopUp]
8307ButtonPromptClose={acceptButton:%hs} CLOSE
8308ButtonPromptNext={acceptButton:%hs} NEXT
8309
8310[ProgressionRewards]
8311Koins=KOINS
8312XP=XP
8313Level=LEVEL
8314Completed=KOMPLETED
8315TOTAL_PERFECT_WINS=PERFECT VICTORY BONUS
8316TOTAL_SUPERMOVES_CONNECTED=FATAL BLOW BONUS
8317TRANSITIONS_AS_ATTACKER=LEVEL TRANSITIONS BONUS
8318INTERACTIONS_USED=STAGE INTERACTION BONUS
8319CLASH_WINS=CLASH WIN BONUS
8320TOTAL_THROWS=THROW BONUS
8321TOTAL_THROW_ESCAPES=THROW ESCAPE BONUS
8322UPPERCUTS_CONNECTED=UPPERCUT BONUS
8323SPECIAL_MOVES_CONNECTED=SPECIAL MOVE BONUS
8324ENHANCED_SPECIAL_MOVES_CONNECTED=AMPLIFIED MOVE BONUS
8325TOTAL_WAKE_ATTACKS=GETUP ATTACK BONUS
8326TOTAL_REVERSALS=REVERSAL BONUS
8327BACKGROUND_BOUNCES=BACKGROUND BOUNCE BONUS
8328WALL_BOUNCES=WALL BOUNCE BONUS
8329GROUND_BOUNCES=GROUND_BOUNCE_BONUS
8330BLOCK_ESCAPES=BLOCK ESCAPE BONUS
8331BLOCK_BREAKERS=BLOCK BREAK BONUS
8332AIR_EVADES=AIR EVADE BONUS
8333ROLL_EVADEs=ROLL EVADE BONUS
8334ChallengeHeader=CHALLENGE
8335RewardHeader=REWARD
8336
8337[ProgressionRewards.Names]
8338TOTAL_PERFECT_WINS=PERFECT VICTORIES
8339TOTAL_SUPERMOVES_CONNECTED=FATAL BLOWS
8340TRANSITIONS_AS_ATTACKER=LEVEL TRANSITIONS
8341INTERACTIONS_USED=STAGE INTERACTIONS
8342CLASH_WINS=CLASH WINS
8343TOTAL_THROWS=THROWS
8344TOTAL_THROW_ESCAPES=THROW ESCAPES
8345UPPERCUTS_CONNECTED=UPPERCUTS
8346SPECIAL_MOVES_CONNECTED=SPECIAL MOVES
8347ENHANCED_SPECIAL_MOVES_CONNECTED=AMPLIFIED MOVES
8348TOTAL_WAKE_ATTACKS=GETUP ATTACKS
8349TOTAL_REVERSALS=REVERSALS
8350BACKGROUND_BOUNCES=BACKGROUND BOUNCES
8351WALL_BOUNCES=WALL BOUNCES
8352GROUND_BOUNCES=GROUND BOUNCES
8353BLOCK_ESCAPES=BLOCK ESCAPES
8354BLOCK_BREAKERS=BLOCK BREAKS
8355AIR_EVADES=AIR EVADES
8356ROLL_EVADES=ROLL EVADES
8357
8358
8359[ProgressionRewards.Descriptions]
8360TOTAL_PERFECT_WINS=PERFECT VICTORIES EARNED
8361TOTAL_SUPERMOVES_CONNECTED=FATAL BLOWS CONNECTED
8362TRANSITIONS_AS_ATTACKER=LEVEL TRANSITIONS STARTED
8363INTERACTIONS_USED=STAGE INTERACTIONS PERFORMED
8364CLASH_WINS=CLASH WINS
8365TOTAL_THROWS=THROWS CONNECTED
8366TOTAL_THROW_ESCAPES=THROW ESCAPES PERFORMED
8367UPPERCUTS_CONNECTED=UPPERCUTS CONNECTED
8368SPECIAL_MOVES_CONNECTED=SPECIAL MOVES CONNECTED
8369ENHANCED_SPECIAL_MOVES_CONNECTED=AMPLIFIED MOVES CONNECTED
8370TOTAL_WAKE_ATTACKS=GETUP ATTACKS PERFORMED
8371TOTAL_REVERSALS=REVERSALS PERFORMED
8372BACKGROUND_BOUNCES=BACKGROUND BOUNCES CONNECTED
8373WALL_BOUNCES=WALL BOUNCES CONNECTED
8374GROUND_BOUNCES=GROUND BOUNCES CONNECTED
8375BLOCK_BREAKERS=BLOCK BREAKS PERFORMED
8376BLOCK_ESCAPES=BLOCK ESCAPES PERFORMED
8377AIR_EVADES=AIR EVADES PERFORMED
8378ROLL_EVADEs=ROLL EVADES PERFORMED
8379
8380
8381[GameModes]
8382UNAVAILABLE=UNAVAILABLE
8383GM_MAINMENU=MAIN MENU
8384GM_SINGLE_VERSUS_OFF=SINGLE FIGHT
8385GM_MULTI_VERSUS_OFF=1V1
8386GM_LOCAL_VERSUS_OFF=LOCAL FIGHT
8387GM_STORY_OFF=STORY
8388GM_PRACTICE=PRACTICE
8389GM_LADDER_OFF=TOWERS
8390GM_TRAINING_OFF=TRAINING
8391GM_GALLERY_OFF=GALLERY
8392GM_KRYPT=KRYPT
8393GM_FATALITY_TRAINING=FATALITY TRAINING
8394GM_ATTRACT=ATTRACT
8395GM_TEST_YOUR_LUCK=TEST YOUR LUCK
8396GM_KUSTOM_KOMBAT=KUSTOM KOMBAT
8397GM_TEST_YOUR_MIGHT=TEST YOUR MIGHT
8398GM_RANKED_ON=RANKED MATCH
8399GM_RANKED_ON_1V1=1V1
8400GM_PLAYER_MATCH_ON=PLAYER MATCH
8401GM_PLAYER_MATCH_ON_1V1=1V1
8402GM_PLAYER_MATCH_ON_KOTH=KING OF THE HILL
8403GM_PLAYER_MATCH_ON_SURVIVOR=SURVIVOR
8404GM_PLAYER_MATCH_ON_PRACTICE=ONLINE PRACTICE
8405GM_PLAYER_MATCH_ON_TYL=TEST YOUR LUCK ONLINE
8406GM_PRIVATE_MATCH_ON_1V1=1V1 ONLINE
8407GM_PRIVATE_MATCH_ON_KOTH=KING OF THE HILL
8408GM_PRIVATE_MATCH_ON_SURVIVOR=SURVIVOR
8409GM_PRIVATE_MATCH_ON_PRACTICE=ONLINE PRACTICE
8410GM_PRIVATE_MATCH_ON_TYL=TEST YOUR LUCK ONLINE
8411GM_COMPETITIVE_LADDER_ON=TOWER BATTLE
8412GM_MATCH_REPLAY=MATCH REPLAY
8413GM_KLASSIC_PORTAL_MODE=KLASSIC TOWERS
8414GM_TOWERS_OF_TIME=TOWERS OF TIME
8415
8416[GameModesReplay]
8417GM_SINGLE_VERSUS_OFF=SINGLE FIGHT
8418GM_MULTI_VERSUS_OFF=1V1
8419GM_LOCAL_VERSUS_OFF=LOCAL FIGHT
8420GM_MULTI_TOURNAMENT_OFF=TOURNAMENT
8421GM_AI_FIGHTER=AI BATTLE
8422GM_RANKED_ON=RANKED 1v1
8423GM_RANKED_ON_1V1=RANKED 1V1
8424GM_PLAYER_MATCH_ON=PLAYER 1V1
8425GM_PLAYER_MATCH_ON_1V1=PLAYER 1V1
8426GM_PLAYER_MATCH_ON_KOTH=KING OF THE HILL
8427GM_PLAYER_MATCH_ON_HOT_SEAT=HOT SEAT
8428GM_PRIVATE_MATCH_ON_1V1=PRIVATE 1V1
8429GM_PRIVATE_MATCH_ON_KOTH=KING OF THE HILL
8430GM_PRIVATE_MATCH_ON_HOT_SEAT=HOT SEAT
8431GM_PRIVATE_MATCH_ON_HOTSEAT=HOT SEAT
8432GM_TOURNAMENT_ONLINE_1V1=ONLINE TOURNAMENT
8433GM_LADDER_OFF=TOWERS
8434GM_KLASSIC_PORTAL_MODE=KLASSIC TOWERS
8435GM_TOWERS_OF_TIME=TOWERS OF TIME
8436
8437[KombatKard.HeadingNames]
8438Overview=OVERVIEW
8439Ranked1V1=RANKED SETS
8440Player1V1=KASUAL MATCH VERSUS
8441PlayerKOTH=KING OF THE HILL
8442Offline=OFFLINE
8443Invasion=INVASION
8444History=CHARACTER HISTORY
8445OnlinePlayers=OPPONENTS
8446OnlinePlayersAdvancedFriends=FRIENDS
8447OnlinePlayersAdvancedRivals=RIVALS
8448PlayerProgression=PROGRESSION REWARDS
8449
8450
8451[KombatKard.OfflineHeadingNames]
8452Offline=OVERVIEW
8453OfflineAdvancedStory=STORY
8454OfflineAdvancedKombatReel=TEST YOUR LUCK
8455OfflineAdvanced1V1=PLAYER VS PLAYER
8456OfflineAdvancedLadders=TOWERS
8457History=OFFLINE CHARACTER HISTORY
8458PlayerProgression=PROGRESSION REWARDS
8459
8460[KombatKard.PageNames]
8461Overview=OVERVIEW
8462Ranked=OVERVIEW
8463Ranked1V1=RANKED SETS
8464Player=OVERVIEW
8465Player1V1=KASUAL MATCH VERSUS
8466PlayerKOTH=KASUAL MATCH KING OF THE HILL
8467Offline=OVERVIEW
8468OfflineAdvancedStory=STORY
8469OfflineAdvancedKombatReel=TEST YOUR LUCK
8470OfflineAdvanced1V1=PLAYER VS PLAYER
8471OfflineAdvancedLadders=TOWERS
8472OnlinePlayers=PLAYERS MET
8473OnlinePlayersAdvancedFriends=FRIENDS
8474OnlinePlayersAdvancedRivals=RIVALS
8475OnlinePlayersAdvancedGuildMembers=GUILD MEMBERS
8476History=""
8477PlayerProgression=PROGRESSION REWARDS
8478SelectIcon=ICON
8479SelectBackground=BACKGROUND
8480SelectBorder=BORDER
8481Empty=""
8482
8483[KombatKardUnlocksDescriptions]
8484None=NONE
8485DefaultIcon=MORTAL KOMBAT 11
8486DefaultBgnd=MORTAL KOMBAT 11
8487ModuleFG_0=ModuleFG_0
8488ModuleFG_1=ModuleFG_1
8489ModuleBG_0=ModuleBG_0
8490ModuleBG_1=ModuleBG_1
8491
8492[KombatKardUnlockNames]
8493None=NONE
8494DefaultIcon=MORTAL KOMBAT 11
8495DefaultBgnd=MORTAL KOMBAT 11
8496ModuleFG_0=ModuleFG_0
8497ModuleFG_1=ModuleFG_1
8498ModuleBG_0=ModuleBG_0
8499ModuleBG_1=ModuleBG_1
8500
8501[Legal]
8502EULA_Default=Failed to download EULA documents. Please visit http://support.wbgames.com to view the EULA.
8503LegalLine1="MORTAL KOMBAT 11 software © 2019 Warner Bros. Entertainment Inc. Developed by NetherRealm Studios. UnrealÆ Engine, © 1998 2019 Epic Games, Inc. Unreal, Unreal Technology and the Powered by Unreal Technology logo are trademarks or registered trademarks of Epic Games, Inc Havok"!-© 1999 2019 Havok.com Inc. (and its Licensors). See www.havok.com for details. All Rights Reserved. Uses Oodle Data Compression © 1997 2019 by RAD Game Tools, Inc. 3D production and optimization powered by InstaLOD. InstaLOD ls a trademark of InstaLOD UG (haftungsbeschraenkt). Powered by Wwise © 2006 2019 Audiokinetic Inc. All rights reserved. Monotype is a trademark of Monotype Imaging Inc. registered in the United States Patent and Trademark Office and may be registered in certain jurisdictions. The Monotype Imaging logo is a trademark of Monotype Imaging Inc. and may be registered in certain jurisdictions."
8504LegalLine2="WB GAMES LOGO, WBIE LOGO, WB SHIELD, NETHERREALM STUDIOS LOGO, MORTAL KOMBAT, THE DRAGON LOGO, and all related characters and elements are trademarks of and © Warner Bros. Entertainment Inc.\n(s19)"
8505Beta.Agreement.Title=End User License Agreement
8506Beta.Agreement.Instructions=By selecting "Accept," I agree to the WB Games End User License Agreement and Terms of Service, and I acknowledge the Privacy Policy.
8507Agreement.NoInstructions=
8508Beta.Agreement.Checkbox.EULA=I have read and agree to the End User License Agreement and Terms of Service above.
8509Agreement.Checkbox.Privacy_PS4=I have read and agree to WB's Privacy Policy including game analytic activities and the transfer of my data (including my Online ID from PlayStation"! Network) to the US.
8510Agreement.Checkbox.Privacy_XB1=I have read and agree to WB's Privacy Policy including game analytic activities and the transfer of my data to the US.
8511Beta.Agreement.Button.Accept=ACCEPT
8512Beta.Agreement.Button.Privacy=PRIVACY POLICY
8513Beta.Agreement.Button.TOS=TERMS OF SERVICE
8514Beta.Agreement.ButtonPrompt={scrollButton:%hs} SCROLL -{acceptButton:%hs} SELECT
8515Beta.Agreement.MustAccept=You must agree to the End User License Agreement and Terms of Service to kontinue.
8516Beta.Agreement.MustAcceptNonUS=You must agree to the End User License Agreement, Terms of Service, and WB Privacy Policy to kontinue.
8517Privacy.URL=https://go.wbgames.com/privacy center console
8518Redirect.URL=https://policies.warnerbros.com
8519Beta.BetweenTechAndPreorder="The Mortal Kombat 11 Online Stress Test is no longer available.\n\nFor more information, Please go to MortalKombat.com/beta"
8520Beta.BetaEnded="Thank you for playing the Mortal Kombat 11 Closed Beta.\n\nMortal Kombat 11 available April 23 featuring\n∑ A Huge Roster of New and Returning Characters\n∑ The Epic Cinematic Story Mode\n∑ All New Custom Character Variations\n∑ Towers of Time\n∑ All New Online Modes\n∑ The Krypt"
8521Beta.KontentUnavailable="This kontent is unavailable in the beta"
8522Beta.BetaSoftwareMessageXB1="Pre Release Software. This game is in a pre release stage of development. This means that some parts of the game, including Xbox Live features (like chat and multiplayer), might not function as expected (or might not function at all). The game might even crash. Because this is a pre release game, Microsoft and the publisher do not commit to providing customer support for the game."
8523SeizureWarning="WARNING: READ BEFORE PLAYING\n\nA very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a computer screen, or while playing video games, may induce an epileptic seizure in these individuals. Certain conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. -If you, or anyone in your family, have an epileptic condition, consult your physician prior to playing. -If you experience dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions while playing a video or computer game, IMMEDIATELY discontinue use and consult your physician before resuming play."
8524
8525[Legal.Microsoft]
8526TOS.URL=https://go.wbgames.com/terms of use mk11 microsoft
8527
8528[Legal.Sony]
8529TOS.URL=https://go.wbgames.com/terms of use mk11 sony
8530
8531[Ladder]
8532Stage=LEVEL
8533LadderLoadScreen="NEXT OPPONENT:"
8534ThanksForPlaying="THANKS FOR PLAYING"
8535Beta.ThanksForPlayingTechBeta=Thank you for playing the MORTAL KOMBAT 11 Online Stress Test.
8536Beta.ThanksForPlayingPreorderBeta=Thank you for playing the MORTAL KOMBAT 11 Closed Beta.
8537Generic.ThanksIntro=Thank you for playing MORTAL KOMBAT 11.
8538Beta.ReleaseDate=Available April 23 featuring:
8539Beta.Features="∑A Huge Roster of New and Returning Characters\n∑The Epic Cinematic Story Mode\n∑All New Custom Character Variations\n∑Towers of Time\n∑All New Online Modes\n∑The Krypt"
8540[Ladder.Title]
8541Beta=MORTAL KOMBAT 11
8542Tutorial1=FIRST TUTORIAL
8543Tutorial2=SECOND TUTORIAL
8544Tutorial3=THIRD TUTORIAL
8545Tutorial4=FOURTH TUTORIAL
8546Default=Default Ladder Title
8547Default2=Default Ladder Title
8548Default3=Default Ladder Title
8549Default4=Default Ladder Title
8550Default5=Default Ladder Title
8551Default6=Default Ladder Title
8552Default7=Default Ladder Title
8553Default8=Default Ladder Title
8554ShowBuild=MORTAL KOMBAT 11
8555TagAssist=Tag Assist Title
8556TestOne=LADDER ONE
8557TestTwo=LADDER TWO
8558TestThree=LADDER THREE
8559Novice=NOVICE
8560Warrior=WARRIOR
8561Champion=CHAMPION
8562Survivor=SURVIVOR
8563Endless=ENDLESS
8564BurnBadSpecial=NOTHING SPECIAL
8565BurnLightningStrike=LIVE TO DESTROY
8566Debug=HYPE MODE 1000
8567DebugEndurance=HYPE MODE 2000
8568Test=TEST TOWER
8569DebugTagTeam_PlayerVsAITag=TEST BRO
8570DebugTagTeam_PlayerTagVsAI=SUPER TEST BRO
8571BarakaSideKickTower1=BLADED AND JADED
8572BarakaSideKickTower2=SMELL OF BLOOD
8573BarakaSideKickTower3=SURROUNDED BY DEATH
8574BarakaSideKickTower4=FEASTING ON FLESH
8575BarakaSideKickTower5=FINAL ENCOUNTER
8576CassieSideKickTower1=INFILTRATION UNIT
8577CassieSideKickTower2=COVERT OPS
8578CassieSideKickTower3=GUNG HO
8579CassieSideKickTower4=WORLD POLICE
8580CassieSideKickTower5=ANCIENT LINEAGE
8581CetrionSideKickTower1=GUARDIAN OF ELEMENTS
8582CetrionSideKickTower2=VENGEANCE OF STONE
8583CetrionSideKickTower3=LOCUS OF ELEMENTS
8584CetrionSideKickTower4=FOREST FIRE
8585CetrionSideKickTower5=TREE HUGGER
8586CyberFrostSideKickTower1=COLD SHOULDER
8587CyberFrostSideKickTower2=HEART OF ICE
8588CyberFrostSideKickTower3=FRIGID FRIEND
8589CyberFrostSideKickTower4=BLIZZARD
8590CyberFrostSideKickTower5=ICE AGE
8591DVorahSideKickTower1=THE SWARM
8592DVorahSideKickTower2=BUGGIN OUT
8593DVorahSideKickTower3=INFESTED
8594DVorahSideKickTower4=CREEPY CRAWLERS
8595DVorahSideKickTower5=SWATTED
8596ErronBlackSideKickTower1=OUTLAW GANG
8597ErronBlackSideKickTower2=OUTWORLD HEIST
8598ErronBlackSideKickTower3=HIGH NOON
8599ErronBlackSideKickTower4=QUICKDRAW
8600ErronBlackSideKickTower5=DEADEYE
8601JacquiSideKickTower1=WEAPONS AND TACTICS
8602JacquiSideKickTower2=EXPANDED ARMORY
8603JacquiSideKickTower3=HIGH CALIBER ROUNDS
8604JacquiSideKickTower4=EXPLOSIVES FETISH
8605JacquiSideKickTower5=BREACHING CHARGE
8606JadeSideKickTower1=BETRAYAL
8607JadeSideKickTower2=PROVEN WARRIOR
8608JadeSideKickTower3=ROYAL GUARD
8609JadeSideKickTower4=FATAL ATTRACTION
8610JadeSideKickTower5=EDENIAN RESISTANCE
8611JaxSideKickTower1=STING LIKE A BEE
8612JaxSideKickTower2=TRAINING PARTNER
8613JaxSideKickTower3=MACHINE GUN JABS
8614JaxSideKickTower4=HAYMAKER DUO
8615JaxSideKickTower5=HEAVYWEIGHT CHAMP
8616CageSideKickTower1=LIGHTS, CAMERA, ACTION!
8617CageSideKickTower2=STUNT DOUBLE
8618CageSideKickTower3=FIGHT COREOGRAPHY
8619CageSideKickTower4=COSTARS
8620CageSideKickTower5=SUMMER BLOCKBUSTER
8621KabalSideKickTower1=ROAD RAGE
8622KabalSideKickTower2=SPEED DEMON
8623KabalSideKickTower3=SOUND BARRIER
8624KabalSideKickTower4=BLACK DRAGON AGENTS
8625KabalSideKickTower5=LOW ROAD
8626KanoSideKickTower1=DIRTY CHEATERS
8627KanoSideKickTower2=RIGGED FIGHT
8628KanoSideKickTower3=RUMBLE DOWN UNDER
8629KanoSideKickTower4=KIWI KICKER
8630KanoSideKickTower5=DEVIL IN THE DETAILS
8631KitanaSideKickTower1=RESTORE THE MONARCHY
8632KitanaSideKickTower2=TWIN TEMPESTS
8633KitanaSideKickTower3=WARRIOR PRINCESS
8634KitanaSideKickTower4=REGAL BEARING
8635KitanaSideKickTower5=SYMBOL OF GRACE
8636KollectorSideKickTower1=AVATAR OF GREED
8637KollectorSideKickTower2=SHARED AVARICE
8638KollectorSideKickTower3=HOARDERS
8639KollectorSideKickTower4=KOLLECTED WEALTH
8640KollectorSideKickTower5=LETS MAKE A DEAL
8641KotalSideKickTower1=DIVINE ASSISTANCE
8642KotalSideKickTower2=BLOOD SACRIFICES
8643KotalSideKickTower3=WAR FOR THE WAR GOD
8644KotalSideKickTower4=SUNMARKED WARRIORS
8645KotalSideKickTower5=ETERNALLY IN GLORY
8646KungLaoSideKickTower1=DEFENDER'S ANCESTRY
8647KungLaoSideKickTower2=PEDIGREE OF COMBAT
8648KungLaoSideKickTower3=SHAOLIN DISCIPLE
8649KungLaoSideKickTower4=STEADY WARRIOR
8650KungLaoSideKickTower5=SPIRIT STRIKES
8651LiuKangSideKickTower1=DRAGON ALLY
8652LiuKangSideKickTower2=CHAMPION TAG TEAM
8653LiuKangSideKickTower3=EARTHREALM'S MIGHTIEST HEROES
8654LiuKangSideKickTower4=COORDINATED STRIKES
8655LiuKangSideKickTower5=PURGING FIRESTORM
8656NoobSideKickTower1=UMBRAL CLOAK
8657NoobSideKickTower2=WALK ON THE DARK SIDE
8658NoobSideKickTower3=SWALLOWING SHADOWS
8659NoobSideKickTower4=MIRROR IMAGE
8660NoobSideKickTower5=COLLAPSING NIGHT
8661RaidenSideKickTower1=LIGHTNING STORM
8662RaidenSideKickTower2=ELECTRIC CURRENT
8663RaidenSideKickTower3=DEADLY STRIKE
8664RaidenSideKickTower4=ELECTROCUTED
8665RaidenSideKickTower5=SHOCKED
8666ScorpionSideKickTower1=FIRE PITS
8667ScorpionSideKickTower2=ETERNAL FLAME
8668ScorpionSideKickTower3=INFERNO
8669ScorpionSideKickTower4=WILD FIRE
8670ScorpionSideKickTower5=TURN TO ASH
8671ShaoKahnSideKickTower1=INVASION FORCE
8672ShaoKahnSideKickTower2=THRONEBREAKERS
8673ShaoKahnSideKickTower3=WEIGHT OF RULE
8674ShaoKahnSideKickTower4=LEAD FROM THE FRONT
8675ShaoKahnSideKickTower5=CROWN OF WAR
8676SkarletSideKickTower1=BLOOD TYPE MATCH
8677SkarletSideKickTower2=O POSITIVE
8678SkarletSideKickTower3=TRANSFUSED
8679SkarletSideKickTower4=SHARED RITUAL
8680SkarletSideKickTower5=BLOOD BOND
8681SonyaSideKickTower1=FORM UP
8682SonyaSideKickTower2=ASSAULT SQUAD
8683SonyaSideKickTower3=COMMANDER'S GUARD
8684SonyaSideKickTower4=CRUSH THE RESISTANCE
8685SonyaSideKickTower5=STRIKE BACK
8686SubZeroSideKickTower1=ENDLESS WINTER
8687SubZeroSideKickTower2=ARCTIC WARRIOR
8688SubZeroSideKickTower3=CHILLING OUT
8689SubZeroSideKickTower4=COLD LOGIC
8690SubZeroSideKickTower5=HEAT SINK
8691TerminasSideKickTower1=BEAT THE BUZZER
8692TerminasSideKickTower2=LAST SECOND
8693TerminasSideKickTower3=EPOCH
8694TerminasSideKickTower4=TIME BOMB
8695TerminasSideKickTower5=BIG BANG
8696BarakaSideKick2Tower1=BLOOD PRICE
8697BarakaSideKick2Tower2=WARBAND
8698BarakaSideKick2Tower3=FEAST OF FLESH
8699BarakaSideKick2Tower4=SPOILS OF WAR
8700BarakaSideKick2Tower5=BAND OF BROTHERS
8701CassieSideKick2Tower1=GROUP SELFIE
8702CassieSideKick2Tower2=ON FLEEK
8703CassieSideKick2Tower3=POWER COUPLE
8704CassieSideKick2Tower4=FAME AND FORTUNE
8705CassieSideKick2Tower5=CELEBRITY FIGHTER
8706CetrionSideKick2Tower1=NATURAL DISASTER
8707CetrionSideKick2Tower2=TYPHOON
8708CetrionSideKick2Tower3=TSUNAMI
8709CetrionSideKick2Tower4=EARTHQUAKE
8710CetrionSideKick2Tower5=EXTINCTION TOWER
8711CyberFrostSideKick2Tower1=DEEP FREEZE WARRIOR
8712CyberFrostSideKick2Tower2=KOLD KUTS
8713CyberFrostSideKick2Tower3=WALK IN FREEZER
8714CyberFrostSideKick2Tower4=PILLAR OF FROST
8715CyberFrostSideKick2Tower5=FROZEN TO THE CORE
8716DVorahSideKick2Tower1=WORKER DRONE
8717DVorahSideKick2Tower2=HIVE DEFENDER
8718DVorahSideKick2Tower3=EXOSKELETAL MOLTING
8719DVorahSideKick2Tower4=INFECTION HOST
8720DVorahSideKick2Tower5=QUEEN BEE
8721ErronBlackSideKick2Tower1=HUNTER OF MEN
8722ErronBlackSideKick2Tower2=THE MOST DANGEROUS GAME
8723ErronBlackSideKick2Tower3=SPOTTER
8724ErronBlackSideKick2Tower4=PRIME THE DETONATOR
8725ErronBlackSideKick2Tower5=TRICK SHOOTER
8726JacquiSideKick2Tower1=AMMO DUMP
8727JacquiSideKick2Tower2=QUARTERMASTER DEPLOYMENT
8728JacquiSideKick2Tower3=LOCK AND LOAD
8729JacquiSideKick2Tower4=SQUADMATES
8730JacquiSideKick2Tower5=REARMED
8731JadeSideKick2Tower1=ASSASSIN'S MISDIRECTION
8732JadeSideKick2Tower2=DEADLY GRACE
8733JadeSideKick2Tower3=GUARDIAN'S FURY
8734JadeSideKick2Tower4=LOYALTY BEYOND DEATH
8735JadeSideKick2Tower5=STRENGTH IN MOURNING
8736JaxSideKick2Tower1=VETERAN'S RUMBLE
8737JaxSideKick2Tower2=BOXER'S ROADWORK
8738JaxSideKick2Tower3=GOLDEN GLOVES
8739JaxSideKick2Tower4=BRIGGS KOMBO
8740JaxSideKick2Tower5=RIP AND TEAR
8741CageSideKick2Tower1=HITTING THE TOWN
8742CageSideKick2Tower2=CELEBRITY JOYRIDE
8743CageSideKick2Tower3=PAPARAZZO BREAKER
8744CageSideKick2Tower4=CHASE SCENE
8745CageSideKick2Tower5=THATS A WRAP
8746KabalSideKick2Tower1=SMOKE SCREEN
8747KabalSideKick2Tower2=SPEED LIMIT
8748KabalSideKick2Tower3=FULL TILT
8749KabalSideKick2Tower4=BURNOUT
8750KabalSideKick2Tower5=STEP ON IT
8751KanoSideKick2Tower1=BACKSTABBERS
8752KanoSideKick2Tower2=SELF PRESERVATION
8753KanoSideKick2Tower3=SADISTIC PLEASURES
8754KanoSideKick2Tower4=ARMS DEALING
8755KanoSideKick2Tower5=ILLEGAL WEAPONS TECH
8756KitanaSideKick2Tower1=ROYAL ARMORY
8757KitanaSideKick2Tower2=MEMORIES OF THE DEAD
8758KitanaSideKick2Tower3=RISING KINGDOM
8759KitanaSideKick2Tower4=ARCHIVE OF ROYALTY
8760KitanaSideKick2Tower5=RESTORE THE LINEAGE
8761KollectorSideKick2Tower1=TREASURE HUNTERS
8762KollectorSideKick2Tower2=LED TO RICHES
8763KollectorSideKick2Tower3=TOWER OF GOLD
8764KollectorSideKick2Tower4=SEALED VAULT
8765KollectorSideKick2Tower5=ENDLESS WEALTH
8766KotalSideKick2Tower1=WAR PARTY
8767KotalSideKick2Tower2=ACTS OF WORSHIP
8768KotalSideKick2Tower3=BLOOD RITES
8769KotalSideKick2Tower4=TOTEMIC EFFIGY
8770KotalSideKick2Tower5=OSH TEKK WARRIOR
8771KungLaoSideKick2Tower1=WAY OF THE LOTUS
8772KungLaoSideKick2Tower2=ANCESTOR'S REINFORCEMENT
8773KungLaoSideKick2Tower3=LOTUS STORM
8774KungLaoSideKick2Tower4=STOIC COMPANION
8775KungLaoSideKick2Tower5=MEDITATIVE BREATHING
8776LiuKangSideKick2Tower1=WEAVING STRIKES
8777LiuKangSideKick2Tower2=BROTHER IN ARMS
8778LiuKangSideKick2Tower3=EARTHREALM CHAMPION
8779LiuKangSideKick2Tower4=REWRITE FATE
8780LiuKangSideKick2Tower5=DRAGON GUARDIAN
8781NoobSideKick2Tower1=GRASP OF THE DEAD
8782NoobSideKick2Tower2=SHADOW SWARM
8783NoobSideKick2Tower3=DARK TWIN
8784NoobSideKick2Tower4=FALLEN SHINOBI
8785NoobSideKick2Tower5=OBJECT OF HATE
8786RaidenSideKick2Tower1=SHOUT TO THE HEAVENS
8787RaidenSideKick2Tower2=THUNDER BEAST
8788RaidenSideKick2Tower3=EYE OF THE STORM
8789RaidenSideKick2Tower4=CHARGED BREATHING
8790RaidenSideKick2Tower5=SPARK OF WISDOM
8791ScorpionSideKick2Tower1=CONQUER VENGEANCE
8792ScorpionSideKick2Tower2=LEGENDS OF THE CLAN
8793ScorpionSideKick2Tower3=WHISPER OF MEMORY
8794ScorpionSideKick2Tower4=BURNING WILL
8795ScorpionSideKick2Tower5=PAIN OF HISTORY
8796ShaoKahnSideKick2Tower1=THRONE OF SKULLS
8797ShaoKahnSideKick2Tower2=PUT THE HAMMER DOWN
8798ShaoKahnSideKick2Tower3=BRING ARMAGEDDON
8799ShaoKahnSideKick2Tower4=TAKE THE REALMS
8800ShaoKahnSideKick2Tower5=SERVE THE KAHN
8801SkarletSideKick2Tower1=BLOOD RUNS FREELY
8802SkarletSideKick2Tower2=PROFANE MAGICKS
8803SkarletSideKick2Tower3=ARTERIAL SPRAY
8804SkarletSideKick2Tower4=BATHED IN BLOOD
8805SkarletSideKick2Tower5=BLOOD MOON
8806SonyaSideKick2Tower1=WELL ARMED FORCES
8807SonyaSideKick2Tower2=MATRIARCH'S DISCIPLINE
8808SonyaSideKick2Tower3=CALL IN REINFORCEMENTS
8809SonyaSideKick2Tower4=SPECIALIZED TEAM
8810SonyaSideKick2Tower5=STRIKE FORCE
8811SubZeroSideKick2Tower1=KOLD SHOULDER
8812SubZeroSideKick2Tower2=ARCTIC BOON
8813SubZeroSideKick2Tower3=FLASH FREEZE
8814SubZeroSideKick2Tower4=EVERLASTING BLIZZARD
8815SubZeroSideKick2Tower5=GRANDMASTER'S GUIDANCE
8816TerminasSideKick2Tower1=TURNING POINT
8817TerminasSideKick2Tower2=TICK TOCK
8818TerminasSideKick2Tower3=COUNTDOWN
8819TerminasSideKick2Tower4=HINDSIGHT
8820TerminasSideKick2Tower5=LEARN FROM HISTORY
8821
8822
8823
8824
8825
8826
8827
8828
8829
8830
8831
8832
8833AirstrikeLevel1=FLY BY
8834AirstrikeLevel2=BOMBS AWAY
8835AirstrikeLevel3=BOOM
8836AirstrikeLevel4=TURNED TO RUBBLE
8837AirstrikeLevel5=CARPET BOMB
8838AirstrikeLevel6=CAN'T HIDE
8839AcidRainLevel1=BURNING FLESH
8840AcidRainLevel2=NASTY WEATHER
8841AcidRainLevel3=CLIMATE CHANGE
8842AcidRainLevel4=MELTING FLESH
8843AcidRainLevel5=DEATH CLOUDS
8844AcidRainLevel6=EATEN AWAY
8845ArmorLevel1=PROTECTED
8846ArmorLevel2=UNTOUCHABLE
8847ArmorLevel3=SHIELDED
8848ArmorLevel4=ARMORED
8849ArmorLevel5=BACK UP
8850ArmorLevel6=ALL POWERFUL
8851BadDuckingLevel1=STAND AND FIGHT
8852BadDuckingLevel2=HIGH RISE
8853BadDuckingLevel3=EYE TO EYE
8854BadDuckingLevel4=ON YOUR FEET
8855BadDuckingLevel5=CHEST POUNDING
8856BadDuckingLevel6=STARING CONTEST
8857BadJumpingLevel1=POISON SKY
8858BadJumpingLevel2=GROUNDED
8859BadJumpingLevel3=AIR DEFENSES
8860BadJumpingLevel4=STAND YOUR GROUND
8861BadJumpingLevel5=STABLE FOOTING
8862BadJumpingLevel6=NO FLY ZONE
8863CyraxBombsLevel1=ROBOTS RULE
8864CyraxBombsLevel2=ROLLING BOMBS
8865CyraxBombsLevel3=EXPLOSIVE OUTCOME
8866CyraxBombsLevel4=DANGER AHEAD
8867CyraxBombsLevel5=CYBER BOMB
8868CyraxBombsLevel6=ROLLING TROUBLE
8869CoordinatesReceivedLevel1=LOCK ON SYSTEMS
8870CoordinatesReceivedLevel2=HIGH ALTITUDE DEFENSE SYSTEM
8871CoordinatesReceivedLevel3=HEAVEN'S HAMMER
8872CoordinatesReceivedLevel4=PLANETARY DEFENSES
8873CoordinatesReceivedLevel5=LONG DISTANCE DELIVERY
8874CoordinatesReceivedLevel6=ARMS RACE
8875BuffedUpLevel1=MAXIMUM POWER
8876BuffedUpLevel2=VIM AND VIGOR
8877BuffedUpLevel3=TURNT UP
8878BuffedUpLevel4=ROID RAGE
8879BuffedUpLevel5=BULK UP
8880BuffedUpLevel6=MAXIMUM IMPACT
8881BlockingDisabledLevel1=BROKEN SHIELD
8882BlockingDisabledLevel2=BLIND TO PAIN
8883BlockingDisabledLevel3=COURAGE IN BATTLE
8884BlockingDisabledLevel4=CRUSHING STANCE
8885BlockingDisabledLevel5=LAME DEFENDER
8886BlockingDisabledLevel6=DEFENSELESS WARRIOR
8887BleedingLevel1=EXSANGUINATE
8888BleedingLevel2=THOUSAND CUTS
8889BleedingLevel3=SLOW DEATH
8890BleedingLevel4=DRAINING LIFEFORCE
8891BleedingLevel5=SPRUNG A LEAK
8892BleedingLevel6=INVOLUNTARY BLOOD DONATION
8893BadSpecialLevel1=CORE FUNDAMENTALS
8894BadSpecialLevel2=BASIC KATA
8895BadSpecialLevel3=BACK TO BASICS
8896BadSpecialLevel4=FIGHTER'S RHYTHM
8897BadSpecialLevel5=BARE BONES
8898BadSpecialLevel6=LEAN STYLE
8899BadLowGroundLevel1=TAKE THE HIGH GROUND
8900BadLowGroundLevel2=LOOKING DOWN
8901BadLowGroundLevel3=STAND ABOVE
8902BadLowGroundLevel4=SINKING FEELING
8903BadLowGroundLevel5=WEIGHT OF SIN
8904BadLowGroundLevel6=UPHILL BATTLE
8905
8906AcidPoolLevel1=VAT OF CORROSION
8907AcidPoolLevel2=BURNING SWAMP
8908AcidPoolLevel3=FLESH MELTER
8909AcidPoolLevel4=HYDROCHLORIC TORTURE
8910AcidPoolLevel5=CHEMICAL VOID
8911AcidPoolLevel6=CHEMICAL BURNS
8912FirePoolLevel1=MAGMA FLOES
8913FirePoolLevel2=WHIRLING INFERNO
8914FirePoolLevel3=SEA OF FLAMES
8915FirePoolLevel4=EMBER TIDES
8916FirePoolLevel5=ROARING WAVES
8917FirePoolLevel6=BURNING TSUNAMI
8918PillarsOfFlameLevel1=BURNING SPIRE
8919PillarsOfFlameLevel2=TOWERING INFERNO
8920PillarsOfFlameLevel3=BONFIRE
8921PillarsOfFlameLevel4=SPEARS OF IGNIS
8922PillarsOfFlameLevel5=MAGMA LANCE
8923PillarsOfFlameLevel6=HELLFIRE ERUPTION
8924PanningLasersLevel1=PHOTON EXCITER
8925PanningLasersLevel2=CONCENTRATED LASER FIRE
8926PanningLasersLevel3=LASER STRAFING
8927PanningLasersLevel4=FOCUSED DESTRUCTION
8928PanningLasersLevel5=ORBITAL DOOM
8929PanningLasersLevel6=FIRES OF HEAVEN
8930FallingBombsLevel1=BLARING SIRENS
8931FallingBombsLevel2=HIGH EXPLOSIVE RAIN
8932FallingBombsLevel3=DROPPING BOMBS
8933FallingBombsLevel4=HIGH ALTITUDE BOMBERS
8934FallingBombsLevel5=BUNKER BUSTERS
8935FallingBombsLevel6=REPEATED SHELLING
8936EarthquakeLevel1=EARLY RUMBLINGS
8937EarthquakeLevel2=EARTHLY SHIVER
8938EarthquakeLevel3=RICHTER SCALE BREAKER
8939EarthquakeLevel4=FISSURE IN STONE
8940EarthquakeLevel5=GREAT QUAKE
8941EarthquakeLevel6=CATACLYSMIC RESHAPING
8942DarkKombatLevel1=AFRAID OF THE DARK
8943DarkKombatLevel2=SUPERNATURAL TWILIGHT
8944DarkKombatLevel3=LIGHT STEALER
8945DarkKombatLevel4=SPUTTERING LIGHT
8946DarkKombatLevel5=DEATH OF HOPE
8947DarkKombatLevel6=FADE INTO NOTHING
8948PoisonAuraLevel1=CAUSTIC PRESENCE
8949PoisonAuraLevel2=DISSOLVING AIR
8950PoisonAuraLevel3=UNWASHED MASSES
8951PoisonAuraLevel4=MARK OF PLAGUE
8952PoisonAuraLevel5=CLOYING DECAY
8953PoisonAuraLevel6=PLAGUEBRINGER
8954ElectricAuraLevel1=SHOCKING REVELATION
8955ElectricAuraLevel2=CRACKLING CHARISMA
8956ElectricAuraLevel3=STATIC CLING
8957ElectricAuraLevel4=CHARGE BREACH
8958ElectricAuraLevel5=STORM WITHIN
8959ElectricAuraLevel6=HEART OF STORM
8960ChaosAuraLevel1=MASS OF MADNESS
8961ChaosAuraLevel2=LOCUS OF INSANITY
8962ChaosAuraLevel3=PLANAR BREACH
8963ChaosAuraLevel4=GIFT OF THE FORGOTTEN
8964ChaosAuraLevel5=MAW OF CHAOS
8965ChaosAuraLevel6=CENTERPOINT OF DISRUPTION
8966EnergyAuraLevel1=ENERGIZED PRESENCE
8967EnergyAuraLevel2=GLOW OF POWER
8968EnergyAuraLevel3=SHINING WARRIOR
8969EnergyAuraLevel4=BEACON OF ENERGY
8970EnergyAuraLevel5=BOUNDLESS CHARISMA
8971EnergyAuraLevel6=DOMINATING WILL
8972MagicAuraLevel1=ARCANIST'S GIFT
8973MagicAuraLevel2=ARCANE INITIATIVE
8974MagicAuraLevel3=SIGILS OF POWER
8975MagicAuraLevel4=ENCHANTED GARMENTS
8976MagicAuraLevel5=MYSTIC CONSTITUTION
8977MagicAuraLevel6=AUGER'S CONVOCATION
8978DarkAuraLevel1=STENCH OF DEATH
8979DarkAuraLevel2=EVIL INCARNATE
8980DarkAuraLevel3=VILE SPIRIT
8981DarkAuraLevel4=CRUSHING DESPAIR
8982DarkAuraLevel5=TENDRILS FROM BEYOND
8983DarkAuraLevel6=LIVING SHADOWS
8984BloodAuraLevel1=WHIRLING BLOOD
8985BloodAuraLevel2=BLOODY CASCADE
8986BloodAuraLevel3=SANGUINE SPIRIT
8987BloodAuraLevel4=TRANSFUSING STORM
8988BloodAuraLevel5=SPLATTER ZONE
8989BloodAuraLevel6=VISCERA MASTER
8990IceAuraLevel1=CHILLING PRESENCE
8991IceAuraLevel2=HARSH WINDS
8992IceAuraLevel3=CHILL TO THE BONE
8993IceAuraLevel4=POLAR VORTEX
8994IceAuraLevel5=SNAP FREEZE
8995IceAuraLevel6=BLACK ICE
8996FireAuraLevel1=CORE OF FLAME
8997FireAuraLevel2=HEART OF MAGMA
8998FireAuraLevel3=BACKDRAFT
8999FireAuraLevel4=ERUPTING SPIRIT
9000FireAuraLevel5=HELLFLAME TAINT
9001FireAuraLevel6=GIFT OF IGNIS
9002PoisonFloorLevel1=CORROSIVE PATH
9003PoisonFloorLevel2=DECAYING TRAIL
9004PoisonFloorLevel3=SWAMPWALKING
9005PoisonFloorLevel4=PATH OF PAIN
9006PoisonFloorLevel5=CONSUMING BOG
9007PoisonFloorLevel6=ACIDIC SWAMP
9008FireFloorLevel1=
9009FireFloorLevel2=
9010FireFloorLevel3=
9011FireFloorLevel4=
9012FireFloorLevel5=
9013FireFloorLevel6=
9014IceFloorLevel1=
9015IceFloorLevel2=
9016IceFloorLevel3=
9017IceFloorLevel4=
9018IceFloorLevel5=
9019IceFloorLevel6=
9020MagicFloorLevel1=
9021MagicFloorLevel2=
9022MagicFloorLevel3=
9023MagicFloorLevel4=
9024MagicFloorLevel5=
9025MagicFloorLevel6=
9026ChaosFloorLevel1=
9027ChaosFloorLevel2=
9028ChaosFloorLevel3=
9029ChaosFloorLevel4=
9030ChaosFloorLevel5=
9031ChaosFloorLevel6=
9032DarkFloorLevel1=
9033DarkFloorLevel2=
9034DarkFloorLevel3=
9035DarkFloorLevel4=
9036DarkFloorLevel5=
9037DarkFloorLevel6=
9038ElectricFloorLevel1=
9039ElectricFloorLevel2=
9040ElectricFloorLevel3=
9041ElectricFloorLevel4=
9042ElectricFloorLevel5=
9043ElectricFloorLevel6=
9044BloodFloorLevel1=
9045BloodFloorLevel2=
9046BloodFloorLevel3=
9047BloodFloorLevel4=
9048BloodFloorLevel5=
9049BloodFloorLevel6=
9050EnergyFloorLevel1=
9051EnergyFloorLevel2=
9052EnergyFloorLevel3=
9053EnergyFloorLevel4=
9054EnergyFloorLevel5=
9055EnergyFloorLevel6=
9056PoisonRocketsLevel1=
9057PoisonRocketsLevel2=
9058PoisonRocketsLevel3=
9059PoisonRocketsLevel4=
9060PoisonRocketsLevel5=
9061PoisonRocketsLevel6=
9062FireRocketsLevel1=
9063FireRocketsLevel2=
9064FireRocketsLevel3=
9065FireRocketsLevel4=
9066FireRocketsLevel5=
9067FireRocketsLevel6=
9068IceRocketsLevel1=
9069IceRocketsLevel2=
9070IceRocketsLevel3=
9071IceRocketsLevel4=
9072IceRocketsLevel5=
9073IceRocketsLevel6=
9074MagicRocketsLevel1=
9075MagicRocketsLevel2=
9076MagicRocketsLevel3=
9077MagicRocketsLevel4=
9078MagicRocketsLevel5=
9079MagicRocketsLevel6=
9080ChaosRocketsLevel1=
9081ChaosRocketsLevel2=
9082ChaosRocketsLevel3=
9083ChaosRocketsLevel4=
9084ChaosRocketsLevel5=
9085ChaosRocketsLevel6=
9086DarkRocketsLevel1=
9087DarkRocketsLevel2=
9088DarkRocketsLevel3=
9089DarkRocketsLevel4=
9090DarkRocketsLevel5=
9091DarkRocketsLevel6=
9092ElectricRocketsLevel1=
9093ElectricRocketsLevel2=
9094ElectricRocketsLevel3=
9095ElectricRocketsLevel4=
9096ElectricRocketsLevel5=
9097ElectricRocketsLevel6=
9098BloodRocketsLevel1=
9099BloodRocketsLevel2=
9100BloodRocketsLevel3=
9101BloodRocketsLevel4=
9102BloodRocketsLevel5=
9103BloodRocketsLevel6=
9104EnergyRocketsLevel1=
9105EnergyRocketsLevel2=
9106EnergyRocketsLevel3=
9107EnergyRocketsLevel4=
9108EnergyRocketsLevel5=
9109EnergyRocketsLevel6=
9110PoisonFistsLevel1=
9111PoisonFistsLevel2=
9112PoisonFistsLevel3=
9113PoisonFistsLevel4=
9114PoisonFistsLevel5=
9115PoisonFistsLevel6=
9116FireFistsLevel1=
9117FireFistsLevel2=
9118FireFistsLevel3=
9119FireFistsLevel4=
9120FireFistsLevel5=
9121FireFistsLevel6=
9122IceFistsLevel1=
9123IceFistsLevel2=
9124IceFistsLevel3=
9125IceFistsLevel4=
9126IceFistsLevel5=
9127IceFistsLevel6=
9128MagicFistsLevel1=
9129MagicFistsLevel2=
9130MagicFistsLevel3=
9131MagicFistsLevel4=
9132MagicFistsLevel5=
9133MagicFistsLevel6=
9134ChaosFistsLevel1=
9135ChaosFistsLevel2=
9136ChaosFistsLevel3=
9137ChaosFistsLevel4=
9138ChaosFistsLevel5=
9139ChaosFistsLevel6=
9140DarkFistsLevel1=
9141DarkFistsLevel2=
9142DarkFistsLevel3=
9143DarkFistsLevel4=
9144DarkFistsLevel5=
9145DarkFistsLevel6=
9146ElectricFistsLevel1=
9147ElectricFistsLevel2=
9148ElectricFistsLevel3=
9149ElectricFistsLevel4=
9150ElectricFistsLevel5=
9151ElectricFistsLevel6=
9152BloodFistsLevel1=
9153BloodFistsLevel2=
9154BloodFistsLevel3=
9155BloodFistsLevel4=
9156BloodFistsLevel5=
9157BloodFistsLevel6=
9158EnergyFistsLevel1=
9159EnergyFistsLevel2=
9160EnergyFistsLevel3=
9161EnergyFistsLevel4=
9162EnergyFistsLevel5=
9163EnergyFistsLevel6=
9164PoisonStormLevel1=
9165PoisonStormLevel2=
9166PoisonStormLevel3=
9167PoisonStormLevel4=
9168PoisonStormLevel5=
9169PoisonStormLevel6=
9170FireStormLevel1=
9171FireStormLevel2=
9172FireStormLevel3=
9173FireStormLevel4=
9174FireStormLevel5=
9175FireStormLevel6=
9176IceStormLevel1=
9177IceStormLevel2=
9178IceStormLevel3=
9179IceStormLevel4=
9180IceStormLevel5=
9181IceStormLevel6=
9182MagicStormLevel1=
9183MagicStormLevel2=
9184MagicStormLevel3=
9185MagicStormLevel4=
9186MagicStormLevel5=
9187MagicStormLevel6=
9188ChaosStormLevel1=
9189ChaosStormLevel2=
9190ChaosStormLevel3=
9191ChaosStormLevel4=
9192ChaosStormLevel5=
9193ChaosStormLevel6=
9194DarkStormLevel1=
9195DarkStormLevel2=
9196DarkStormLevel3=
9197DarkStormLevel4=
9198DarkStormLevel5=
9199DarkStormLevel6=
9200ElectricStormLevel1=
9201ElectricStormLevel2=
9202ElectricStormLevel3=
9203ElectricStormLevel4=
9204ElectricStormLevel5=
9205ElectricStormLevel6=
9206BloodStormLevel1=
9207BloodStormLevel2=
9208BloodStormLevel3=
9209BloodStormLevel4=
9210BloodStormLevel5=
9211BloodStormLevel6=
9212EnergyStormLevel1=
9213EnergyStormLevel2=
9214EnergyStormLevel3=
9215EnergyStormLevel4=
9216EnergyStormLevel5=
9217EnergyStormLevel6=
9218CyraxAssist2Level1=
9219CyraxAssist2Level2=
9220CyraxAssist2Level3=
9221CyraxAssist2Level4=
9222CyraxAssist2Level5=
9223CyraxAssist2Level6=
9224CyraxAssist2Level6=
9225CyraxAssistLevel1=
9226CyraxAssistLevel2=
9227CyraxAssistLevel3=
9228CyraxAssistLevel4=
9229CyraxAssistLevel5=
9230CyraxAssistLevel6=
9231CyraxAssistLevel6=
9232
9233BoRaiChoAssistLevel1=
9234BoRaiChoAssistLevel2=
9235BoRaiChoAssistLevel3=
9236BoRaiChoAssistLevel4=
9237BoRaiChoAssistLevel5=
9238BoRaiChoAssistLevel6=
9239ShinnokAssistLevel1=
9240ShinnokAssistLevel2=
9241ShinnokAssistLevel3=
9242ShinnokAssistLevel4=
9243ShinnokAssistLevel5=
9244ShinnokAssistLevel6=
9245ReptileAssistLevel1=
9246ReptileAssistLevel2=
9247ReptileAssistLevel3=
9248ReptileAssistLevel4=
9249ReptileAssistLevel5=
9250ReptileAssistLevel6=
9251RainAssistLevel1=SICKLES AND PUDDLES
9252RainAssistLevel2=BUBBLING UP
9253RainAssistLevel3=ANGRY RAIN
9254RainAssistLevel4=FOR DRIZZLE
9255RainAssistLevel5=WASHED UP
9256RainAssistLevel6=CAN'T RAIN ALL THE TIME
9257ErmacAssistLevel1=
9258ErmacAssistLevel2=
9259ErmacAssistLevel3=
9260ErmacAssistLevel4=
9261ErmacAssistLevel5=
9262ErmacAssistLevel6=
9263HsuHaoAssistLevel1=
9264HsuHaoAssistLevel2=
9265HsuHaoAssistLevel3=
9266HsuHaoAssistLevel4=
9267HsuHaoAssistLevel5=
9268HsuHaoAssistLevel6=
9269KenshiAssistLevel1=ANCESTRAL STRENGTH
9270KenshiAssistLevel2=CALLING THE DEMON
9271KenshiAssistLevel3=FAMILY VALUES
9272KenshiAssistLevel4=CAPTURED SPIRIT
9273KenshiAssistLevel5=STRUGGLING
9274KenshiAssistLevel6=NO LONGER BLIND
9275HydroAssistLevel1=
9276HydroAssistLevel2=
9277HydroAssistLevel3=
9278HydroAssistLevel4=
9279HydroAssistLevel5=
9280HydroAssistLevel6=
9281KungJinAssistLevel1=
9282KungJinAssistLevel2=
9283KungJinAssistLevel3=
9284KungJinAssistLevel4=
9285KungJinAssistLevel5=
9286KungJinAssistLevel6=
9287MeatAssistLevel1=
9288MeatAssistLevel2=
9289MeatAssistLevel3=
9290MeatAssistLevel4=
9291MeatAssistLevel5=
9292MeatAssistLevel6=
9293MileenaAssistLevel1=
9294MileenaAssistLevel2=
9295MileenaAssistLevel3=
9296MileenaAssistLevel4=
9297MileenaAssistLevel5=
9298MileenaAssistLevel6=
9299NitaraAssistLevel1=
9300NitaraAssistLevel2=
9301NitaraAssistLevel3=
9302NitaraAssistLevel4=
9303NitaraAssistLevel5=
9304NitaraAssistLevel6=
9305OnyxAssistLevel1=
9306OnyxAssistLevel2=
9307OnyxAssistLevel3=
9308OnyxAssistLevel4=
9309OnyxAssistLevel5=
9310OnyxAssistLevel6=
9311QuanChiAssistLevel1=
9312QuanChiAssistLevel2=
9313QuanChiAssistLevel3=
9314QuanChiAssistLevel4=
9315QuanChiAssistLevel5=
9316QuanChiAssistLevel6=
9317ReikoAssistLevel1=
9318ReikoAssistLevel2=
9319ReikoAssistLevel3=
9320ReikoAssistLevel4=
9321ReikoAssistLevel5=
9322ReikoAssistLevel6=
9323SektorAssistLevel1=
9324SektorAssistLevel2=
9325SektorAssistLevel3=
9326SektorAssistLevel4=
9327SektorAssistLevel5=
9328SektorAssistLevel6=
9329SmokeAssistLevel1=
9330SmokeAssistLevel2=
9331SmokeAssistLevel3=
9332SmokeAssistLevel4=
9333SmokeAssistLevel5=
9334SmokeAssistLevel6=
9335TakedaAssistLevel1=
9336TakedaAssistLevel2=
9337TakedaAssistLevel3=
9338TakedaAssistLevel4=
9339TakedaAssistLevel5=
9340TakedaAssistLevel6=
9341TanyaAssistLevel1=
9342TanyaAssistLevel2=
9343TanyaAssistLevel3=
9344TanyaAssistLevel4=
9345TanyaAssistLevel5=
9346TanyaAssistLevel6=
9347TremorAssistLevel1=ROCK BUBBLES
9348TremorAssistLevel2=ROCK BOTTOM
9349TremorAssistLevel3=
9350TremorAssistLevel4=
9351TremorAssistLevel5=
9352TremorAssistLevel6=MOTHER NATURE'S WRATH
9353
9354ShaolinLiuKang=FINDING MY PLACE
9355ShaolinKungLao=FOR THE SHAOLIN
9356ShaolinKungLiu1=TEAM UP
9357ShaolinKungLiu2=ARE YOU OKAY
9358ShaolinKungLiu3=EARTHREALM'S GREATEST CHALLENGE
9359
9360EnduranceSonyaTower=AT EASE
9361AllForOneTestTowers=THE GAUNLET
9362SubScorpionEndurance=YOUR'E NEXT
9363CageFamilyEndurance=CAGE FAMILY
9364NitaraAssist=BLOOD BATS
9365MkDayScorpionTower=ARMORED UP
9366MkDayBarakaTower=BLOODY MESS
9367MkDaySubZeroTower=KOLD CHILL
9368MkDaySkarletTower=THE TASTE OF BLOOD
9369MkDayTerminasTower=TURNING BACK TIME
9370MkDayRaidenTower=STEP BEFORE A GOD
9371
9372;All For One Boss Fights
9373ScorpionBossAllForOne=
9374JadeBossAllForOne=
9375SubZeroBossAllForOne=
9376BarakaBossAllForOne=
9377CassieBossAllForOne=
9378DVorahBossAllForOne=
9379SkarletBossAllForOne=
9380RaidenBossAllForOne=
9381KungLaoBossAllForOne=
9382LiuKangBossAllForOne=
9383KabalBossAllForOne=
9384KanoBossAllForOne=
9385KronikaLadderBoss_BossOnly=
9386
9387;Generic All for One Bosses
9388ScorpionGenericAllForOne_1=ENGULF IN FLAMES
9389SubZeroGenericAllForOne_1=
9390SkarletGenericAllForOne_1=
9391RaidenGenericAllForOne_1=
9392BarakaGenericAllForOne_1=
9393CassieGenericAllForOne_1=
9394SonyaGenericAllForOne_1=
9395TerminasGenericAllForOne_1=
9396DvorahGenericAllForOne_1=
9397KabalGenericAllForOne_1=
9398
9399[Ladder.Description]
9400Beta=A Klassic Mortal Kombat Tower against a series of random opponents.
9401Tutorial1=First tutorial tower description
9402Tutorial2=Second tutorial tower description
9403Tutorial3=Third tutorial tower description
9404Tutorial4=Fourth tutorial tower description
9405Default=Default Ladder Description
9406Default2=Default Ladder Description
9407Default3=Default Ladder Description
9408Default4=Default Ladder Description
9409Default5=Default Ladder Description
9410Default6=Default Ladder Description
9411Default7=Default Ladder Description
9412Default8=Default Ladder Description
9413ShowBuild=A Klassic Mortal Kombat Tower against a series of random opponents.
9414TagAssist=Tag Assist Description
9415TestOne=Ladder One Description
9416TestTwo=Ladder Two Description
9417TestThree=Ladder Three Description
9418Novice=Battle Against 5 Opponents.
9419Warrior=Battle Against 8 Opponents.
9420Champion=Battle Against 12 Opponents.
9421Survivor=Survive A Series Of Battles With Health Carrying Over From Each Match.
9422Endless=Defeat As Many Opponents In A Row Without A Loss.
9423BurnBadSpecial=She Is Trying To Keep You From Using Any Special Abilities.
9424BurnLightningStrike=
9425Debug=This is the exciting Debug Tower. Get Hype!!!
9426DebugTagTeam_PlayerVsAITag=This is the exciting Tag Debug Tower. Get Hype!!!
9427DebugTagTeam_PlayerTagVsAI=This is the exciting Super Tag Debug Tower. Get Hype!!!
9428DebugEndurance=This is the exciting Endurance Debug Tower. Get Hype!!!
9429BarakaSideKickTower1=Konsumables cannot be activated during the BLADED AND JADED Tower
9430BarakaSideKickTower2=Konsumables cannot be activated during the SMELL OF BLOOD Tower
9431BarakaSideKickTower3=Konsumables cannot be activated during the SURROUNDED BY DEATH Tower
9432BarakaSideKickTower4=Konsumables cannot be activated during the FEASTING ON FLESH Tower
9433BarakaSideKickTower5=Konsumables cannot be activated during the FINAL ENCOUNTER Tower
9434CassieSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9435CassieSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9436CassieSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9437CassieSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9438CassieSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9439CetrionSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9440CetrionSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9441CetrionSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9442CetrionSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9443CetrionSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9444CyberFrostSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9445CyberFrostSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9446CyberFrostSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9447CyberFrostSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9448CyberFrostSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9449DVorahSideKickTower1=Konsumables cannot be activated during the THE SWARM Tower
9450DVorahSideKickTower2=Konsumables cannot be activated during the BUGGIN OUT Tower
9451DVorahSideKickTower3=Konsumables cannot be activated during the INFESTED Tower
9452DVorahSideKickTower4=Konsumables cannot be activated during the CREEPY CRAWLERS Tower
9453DVorahSideKickTower5=Konsumables cannot be activated during the SWATTED Tower
9454ErronBlackSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9455ErronBlackSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9456ErronBlackSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9457ErronBlackSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9458ErronBlackSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9459JacquiSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9460JacquiSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9461JacquiSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9462JacquiSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9463JacquiSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9464JadeSideKickTower1=Konsumables cannot be activated during the BETRAYAL Tower
9465JadeSideKickTower2=Konsumables cannot be activated during the PROVEN WARRIOR Tower
9466JadeSideKickTower3=Konsumables cannot be activated during the ROYAL GUARD Tower
9467JadeSideKickTower4=Konsumables cannot be activated during the FATAL ATTRACTION Tower
9468JadeSideKickTower5=Konsumables cannot be activated during the EDENIAN RESISTANCE Tower
9469JaxSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9470JaxSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9471JaxSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9472JaxSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9473JaxSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9474CageSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9475CageSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9476CageSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9477CageSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9478CageSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9479KabalSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9480KabalSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9481KabalSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9482KabalSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9483KabalSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9484KanoSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9485KanoSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9486KanoSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9487KanoSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9488KanoSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9489KitanaSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9490KitanaSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9491KitanaSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9492KitanaSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9493KitanaSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9494KollectorSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9495KollectorSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9496KollectorSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9497KollectorSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9498KollectorSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9499KotalSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9500KotalSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9501KotalSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9502KotalSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9503KotalSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9504KungLaoSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9505KungLaoSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9506KungLaoSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9507KungLaoSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9508KungLaoSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9509LiuKangSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9510LiuKangSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9511LiuKangSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9512LiuKangSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9513LiuKangSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9514NoobSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9515NoobSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9516NoobSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9517NoobSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9518NoobSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9519RaidenSideKickTower1=Konsumables cannot be activated during the LIGHTNING STORM Tower
9520RaidenSideKickTower2=Konsumables cannot be activated during the ELECTRIC CURRENT Tower
9521RaidenSideKickTower3=Konsumables cannot be activated during the DEADLY STRIKE Tower
9522RaidenSideKickTower4=Konsumables cannot be activated during the ELECTROCUTED Tower
9523RaidenSideKickTower5=Konsumables cannot be activated during the SHOCKED Tower
9524ScorpionSideKickTower1=Konsumables cannot be activated during the FIRE PITS Tower
9525ScorpionSideKickTower2=Konsumables cannot be activated during the ETERNAL FLAME Tower
9526ScorpionSideKickTower3=Konsumables cannot be activated during the INFERNO Tower
9527ScorpionSideKickTower4=Konsumables cannot be activated during the WILD FIRE Tower
9528ScorpionSideKickTower5=Konsumables cannot be activated during the TURN TO ASH Tower
9529ShaoKahnSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9530ShaoKahnSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9531ShaoKahnSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9532ShaoKahnSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9533ShaoKahnSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9534SkarletSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9535SkarletSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9536SkarletSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9537SkarletSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9538SkarletSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9539SonyaSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9540SonyaSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9541SonyaSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9542SonyaSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9543SonyaSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9544SubZeroSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9545SubZeroSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9546SubZeroSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9547SubZeroSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9548SubZeroSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9549TerminasSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
9550TerminasSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
9551TerminasSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
9552TerminasSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
9553TerminasSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
9554AirstrikeLevel1=
9555AirstrikeLevel2=
9556AirstrikeLevel3=
9557AirstrikeLevel4=
9558AirstrikeLevel5=
9559AirstrikeLevel6=
9560AcidRainLevel1=
9561AcidRainLevel2=
9562AcidRainLevel3=
9563AcidRainLevel4=
9564AcidRainLevel5=
9565AcidRainLevel6=
9566ArmorLevel1=
9567ArmorLevel2=
9568ArmorLevel3=
9569ArmorLevel4=
9570ArmorLevel5=
9571ArmorLevel6=
9572BadDuckingLevel1=
9573BadDuckingLevel2=
9574BadDuckingLevel3=
9575BadDuckingLevel4=
9576BadDuckingLevel5=
9577BadDuckingLevel6=
9578BadJumpingLevel1=
9579BadJumpingLevel2=
9580BadJumpingLevel3=
9581BadJumpingLevel4=
9582BadJumpingLevel5=
9583BadJumpingLevel6=
9584CyraxBombsLevel1=
9585CyraxBombsLevel2=
9586CyraxBombsLevel3=
9587CyraxBombsLevel4=
9588CyraxBombsLevel5=
9589CyraxBombsLevel6=
9590CoordinatesReceivedLevel1=
9591CoordinatesReceivedLevel2=
9592CoordinatesReceivedLevel3=
9593CoordinatesReceivedLevel4=
9594CoordinatesReceivedLevel5=
9595CoordinatesReceivedLevel6=
9596BuffedUpLevel1=
9597BuffedUpLevel2=
9598BuffedUpLevel3=
9599BuffedUpLevel4=
9600BuffedUpLevel5=
9601BuffedUpLevel6=
9602BlockingDisabledLevel1=
9603BlockingDisabledLevel2=
9604BlockingDisabledLevel3=
9605BlockingDisabledLevel4=
9606BlockingDisabledLevel5=
9607BlockingDisabledLevel6=
9608BleedingLevel1=
9609BleedingLevel2=
9610BleedingLevel3=
9611BleedingLevel4=
9612BleedingLevel5=
9613BleedingLevel6=
9614BadSpecialLevel1=
9615BadSpecialLevel2=
9616BadSpecialLevel3=
9617BadSpecialLevel4=
9618BadSpecialLevel5=
9619BadSpecialLevel6=
9620BadLowGroundLevel1=
9621BadLowGroundLevel2=
9622BadLowGroundLevel3=
9623BadLowGroundLevel4=
9624BadLowGroundLevel5=
9625BadLowGroundLevel6=
9626AcidPoolLevel1=
9627AcidPoolLevel2=
9628AcidPoolLevel3=
9629AcidPoolLevel4=
9630AcidPoolLevel5=
9631AcidPoolLevel6=
9632FirePoolLevel1=
9633FirePoolLevel2=
9634FirePoolLevel3=
9635FirePoolLevel4=
9636FirePoolLevel5=
9637FirePoolLevel6=
9638PillarsOfFlameLevel1=
9639PillarsOfFlameLevel2=
9640PillarsOfFlameLevel3=
9641PillarsOfFlameLevel4=
9642PillarsOfFlameLevel5=
9643PillarsOfFlameLevel6=
9644PanningLasersLevel1=
9645PanningLasersLevel2=
9646PanningLasersLevel3=
9647PanningLasersLevel4=
9648PanningLasersLevel5=
9649PanningLasersLevel6=
9650FallingBombsLevel1=
9651FallingBombsLevel2=
9652FallingBombsLevel3=
9653FallingBombsLevel4=
9654FallingBombsLevel5=
9655FallingBombsLevel6=
9656EarthquakeLevel1=
9657EarthquakeLevel2=
9658EarthquakeLevel3=
9659EarthquakeLevel4=
9660EarthquakeLevel5=
9661EarthquakeLevel6=
9662DarkKombatLevel1=
9663DarkKombatLevel2=
9664DarkKombatLevel3=
9665DarkKombatLevel4=
9666DarkKombatLevel5=
9667DarkKombatLevel6=
9668PoisonAuraLevel1=
9669PoisonAuraLevel2=
9670PoisonAuraLevel3=
9671PoisonAuraLevel4=
9672PoisonAuraLevel5=
9673PoisonAuraLevel6=
9674ElectricAuraLevel1=
9675ElectricAuraLevel2=
9676ElectricAuraLevel3=
9677ElectricAuraLevel4=
9678ElectricAuraLevel5=
9679ElectricAuraLevel6=
9680ChaosAuraLevel1=
9681ChaosAuraLevel2=
9682ChaosAuraLevel3=
9683ChaosAuraLevel4=
9684ChaosAuraLevel5=
9685ChaosAuraLevel6=
9686EnergyAuraLevel1=
9687EnergyAuraLevel2=
9688EnergyAuraLevel3=
9689EnergyAuraLevel4=
9690EnergyAuraLevel5=
9691EnergyAuraLevel6=
9692MagicAuraLevel1=
9693MagicAuraLevel2=
9694MagicAuraLevel3=
9695MagicAuraLevel4=
9696MagicAuraLevel5=
9697MagicAuraLevel6=
9698DarkAuraLevel1=
9699DarkAuraLevel2=
9700DarkAuraLevel3=
9701DarkAuraLevel4=
9702DarkAuraLevel5=
9703DarkAuraLevel6=
9704BloodAuraLevel1=
9705BloodAuraLevel2=
9706BloodAuraLevel3=
9707BloodAuraLevel4=
9708BloodAuraLevel5=
9709BloodAuraLevel6=
9710IceAuraLevel1=
9711IceAuraLevel2=
9712IceAuraLevel3=
9713IceAuraLevel4=
9714IceAuraLevel5=
9715IceAuraLevel6=
9716FireAuraLevel1=
9717FireAuraLevel2=
9718FireAuraLevel3=
9719FireAuraLevel4=
9720FireAuraLevel5=
9721FireAuraLevel6=
9722PoisonFloorLevel1=
9723PoisonFloorLevel2=
9724PoisonFloorLevel3=
9725PoisonFloorLevel4=
9726PoisonFloorLevel5=
9727PoisonFloorLevel6=
9728FireFloorLevel1=
9729FireFloorLevel2=
9730FireFloorLevel3=
9731FireFloorLevel4=
9732FireFloorLevel5=
9733FireFloorLevel6=
9734IceFloorLevel1=
9735IceFloorLevel2=
9736IceFloorLevel3=
9737IceFloorLevel4=
9738IceFloorLevel5=
9739IceFloorLevel6=
9740MagicFloorLevel1=
9741MagicFloorLevel2=
9742MagicFloorLevel3=
9743MagicFloorLevel4=
9744MagicFloorLevel5=
9745MagicFloorLevel6=
9746ChaosFloorLevel1=
9747ChaosFloorLevel2=
9748ChaosFloorLevel3=
9749ChaosFloorLevel4=
9750ChaosFloorLevel5=
9751ChaosFloorLevel6=
9752DarkFloorLevel1=
9753DarkFloorLevel2=
9754DarkFloorLevel3=
9755DarkFloorLevel4=
9756DarkFloorLevel5=
9757DarkFloorLevel6=
9758ElectricFloorLevel1=
9759ElectricFloorLevel2=
9760ElectricFloorLevel3=
9761ElectricFloorLevel4=
9762ElectricFloorLevel5=
9763ElectricFloorLevel6=
9764BloodFloorLevel1=
9765BloodFloorLevel2=
9766BloodFloorLevel3=
9767BloodFloorLevel4=
9768BloodFloorLevel5=
9769BloodFloorLevel6=
9770EnergyFloorLevel1=
9771EnergyFloorLevel2=
9772EnergyFloorLevel3=
9773EnergyFloorLevel4=
9774EnergyFloorLevel5=
9775EnergyFloorLevel6=
9776PoisonRocketsLevel1=
9777PoisonRocketsLevel2=
9778PoisonRocketsLevel3=
9779PoisonRocketsLevel4=
9780PoisonRocketsLevel5=
9781PoisonRocketsLevel6=
9782FireRocketsLevel1=
9783FireRocketsLevel2=
9784FireRocketsLevel3=
9785FireRocketsLevel4=
9786FireRocketsLevel5=
9787FireRocketsLevel6=
9788IceRocketsLevel1=
9789IceRocketsLevel2=
9790IceRocketsLevel3=
9791IceRocketsLevel4=
9792IceRocketsLevel5=
9793IceRocketsLevel6=
9794MagicRocketsLevel1=
9795MagicRocketsLevel2=
9796MagicRocketsLevel3=
9797MagicRocketsLevel4=
9798MagicRocketsLevel5=
9799MagicRocketsLevel6=
9800ChaosRocketsLevel1=
9801ChaosRocketsLevel2=
9802ChaosRocketsLevel3=
9803ChaosRocketsLevel4=
9804ChaosRocketsLevel5=
9805ChaosRocketsLevel6=
9806DarkRocketsLevel1=
9807DarkRocketsLevel2=
9808DarkRocketsLevel3=
9809DarkRocketsLevel4=
9810DarkRocketsLevel5=
9811DarkRocketsLevel6=
9812ElectricRocketsLevel1=
9813ElectricRocketsLevel2=
9814ElectricRocketsLevel3=
9815ElectricRocketsLevel4=
9816ElectricRocketsLevel5=
9817ElectricRocketsLevel6=
9818BloodRocketsLevel1=
9819BloodRocketsLevel2=
9820BloodRocketsLevel3=
9821BloodRocketsLevel4=
9822BloodRocketsLevel5=
9823BloodRocketsLevel6=
9824EnergyRocketsLevel1=
9825EnergyRocketsLevel2=
9826EnergyRocketsLevel3=
9827EnergyRocketsLevel4=
9828EnergyRocketsLevel5=
9829EnergyRocketsLevel6=
9830PoisonFistsLevel1=
9831PoisonFistsLevel2=
9832PoisonFistsLevel3=
9833PoisonFistsLevel4=
9834PoisonFistsLevel5=
9835PoisonFistsLevel6=
9836FireFistsLevel1=
9837FireFistsLevel2=
9838FireFistsLevel3=
9839FireFistsLevel4=
9840FireFistsLevel5=
9841FireFistsLevel6=
9842IceFistsLevel1=
9843IceFistsLevel2=
9844IceFistsLevel3=
9845IceFistsLevel4=
9846IceFistsLevel5=
9847IceFistsLevel6=
9848MagicFistsLevel1=
9849MagicFistsLevel2=
9850MagicFistsLevel3=
9851MagicFistsLevel4=
9852MagicFistsLevel5=
9853MagicFistsLevel6=
9854ChaosFistsLevel1=
9855ChaosFistsLevel2=
9856ChaosFistsLevel3=
9857ChaosFistsLevel4=
9858ChaosFistsLevel5=
9859ChaosFistsLevel6=
9860DarkFistsLevel1=
9861DarkFistsLevel2=
9862DarkFistsLevel3=
9863DarkFistsLevel4=
9864DarkFistsLevel5=
9865DarkFistsLevel6=
9866ElectricFistsLevel1=
9867ElectricFistsLevel2=
9868ElectricFistsLevel3=
9869ElectricFistsLevel4=
9870ElectricFistsLevel5=
9871ElectricFistsLevel6=
9872BloodFistsLevel1=
9873BloodFistsLevel2=
9874BloodFistsLevel3=
9875BloodFistsLevel4=
9876BloodFistsLevel5=
9877BloodFistsLevel6=
9878EnergyFistsLevel1=
9879EnergyFistsLevel2=
9880EnergyFistsLevel3=
9881EnergyFistsLevel4=
9882EnergyFistsLevel5=
9883EnergyFistsLevel6=
9884PoisonStormLevel1=
9885PoisonStormLevel2=
9886PoisonStormLevel3=
9887PoisonStormLevel4=
9888PoisonStormLevel5=
9889PoisonStormLevel6=
9890FireStormLevel1=
9891FireStormLevel2=
9892FireStormLevel3=
9893FireStormLevel4=
9894FireStormLevel5=
9895FireStormLevel6=
9896IceStormLevel1=
9897IceStormLevel2=
9898IceStormLevel3=
9899IceStormLevel4=
9900IceStormLevel5=
9901IceStormLevel6=
9902MagicStormLevel1=
9903MagicStormLevel2=
9904MagicStormLevel3=
9905MagicStormLevel4=
9906MagicStormLevel5=
9907MagicStormLevel6=
9908ChaosStormLevel1=
9909ChaosStormLevel2=
9910ChaosStormLevel3=
9911ChaosStormLevel4=
9912ChaosStormLevel5=
9913ChaosStormLevel6=
9914DarkStormLevel1=
9915DarkStormLevel2=
9916DarkStormLevel3=
9917DarkStormLevel4=
9918DarkStormLevel5=
9919DarkStormLevel6=
9920ElectricStormLevel1=
9921ElectricStormLevel2=
9922ElectricStormLevel3=
9923ElectricStormLevel4=
9924ElectricStormLevel5=
9925ElectricStormLevel6=
9926BloodStormLevel1=
9927BloodStormLevel2=
9928BloodStormLevel3=
9929BloodStormLevel4=
9930BloodStormLevel5=
9931BloodStormLevel6=
9932EnergyStormLevel1=
9933EnergyStormLevel2=
9934EnergyStormLevel3=
9935EnergyStormLevel4=
9936EnergyStormLevel5=
9937EnergyStormLevel6=
9938CyraxAssist2Level1=
9939CyraxAssist2Level2=
9940CyraxAssist2Level3=
9941CyraxAssist2Level4=
9942CyraxAssist2Level5=
9943CyraxAssist2Level6=
9944
9945CyraxAssistLevel1=
9946CyraxAssistLevel2=
9947CyraxAssistLevel3=
9948CyraxAssistLevel4=
9949CyraxAssistLevel5=
9950CyraxAssistLevel6=
9951BoRaiChoAssistLevel1=
9952BoRaiChoAssistLevel2=
9953BoRaiChoAssistLevel3=
9954BoRaiChoAssistLevel4=
9955BoRaiChoAssistLevel5=
9956BoRaiChoAssistLevel6=
9957ShinnokAssistLevel1=
9958ShinnokAssistLevel2=
9959ShinnokAssistLevel3=
9960ShinnokAssistLevel4=
9961ShinnokAssistLevel5=
9962ShinnokAssistLevel6=
9963ReptileAssistLevel1=
9964ReptileAssistLevel2=
9965ReptileAssistLevel3=
9966ReptileAssistLevel4=
9967ReptileAssistLevel5=
9968ReptileAssistLevel6=
9969RainAssistLevel1=
9970RainAssistLevel2=
9971RainAssistLevel3=
9972RainAssistLevel4=
9973RainAssistLevel5=
9974RainAssistLevel6=
9975ErmacAssistLevel1=
9976ErmacAssistLevel2=
9977ErmacAssistLevel3=
9978ErmacAssistLevel4=
9979ErmacAssistLevel5=
9980ErmacAssistLevel6=
9981HsuHaoAssistLevel1=
9982HsuHaoAssistLevel2=
9983HsuHaoAssistLevel3=
9984HsuHaoAssistLevel4=
9985HsuHaoAssistLevel5=
9986HsuHaoAssistLevel6=
9987KenshiAssistLevel1=
9988KenshiAssistLevel2=
9989KenshiAssistLevel3=
9990KenshiAssistLevel4=
9991KenshiAssistLevel5=
9992KenshiAssistLevel6=
9993HydroAssistLevel1=
9994HydroAssistLevel2=
9995HydroAssistLevel3=
9996HydroAssistLevel4=
9997HydroAssistLevel5=
9998HydroAssistLevel6=
9999KungJinAssistLevel1=
10000KungJinAssistLevel2=
10001KungJinAssistLevel3=
10002KungJinAssistLevel4=
10003KungJinAssistLevel5=
10004KungJinAssistLevel6=
10005MeatAssistLevel1=
10006MeatAssistLevel2=
10007MeatAssistLevel3=
10008MeatAssistLevel4=
10009MeatAssistLevel5=
10010MeatAssistLevel6=
10011MileenaAssistLevel1=
10012MileenaAssistLevel2=
10013MileenaAssistLevel3=
10014MileenaAssistLevel4=
10015MileenaAssistLevel5=
10016MileenaAssistLevel6=
10017NitaraAssistLevel1=
10018NitaraAssistLevel2=
10019NitaraAssistLevel3=
10020NitaraAssistLevel4=
10021NitaraAssistLevel5=
10022NitaraAssistLevel6=
10023OnyxAssistLevel1=
10024OnyxAssistLevel2=
10025OnyxAssistLevel3=
10026OnyxAssistLevel4=
10027OnyxAssistLevel5=
10028OnyxAssistLevel6=
10029QuanChiAssistLevel1=
10030QuanChiAssistLevel2=
10031QuanChiAssistLevel3=
10032QuanChiAssistLevel4=
10033QuanChiAssistLevel5=
10034QuanChiAssistLevel6=
10035ReikoAssistLevel1=
10036ReikoAssistLevel2=
10037ReikoAssistLevel3=
10038ReikoAssistLevel4=
10039ReikoAssistLevel5=
10040ReikoAssistLevel6=
10041SektorAssistLevel1=
10042SektorAssistLevel2=
10043SektorAssistLevel3=
10044SektorAssistLevel4=
10045SektorAssistLevel5=
10046SektorAssistLevel6=
10047SmokeAssistLevel1=
10048SmokeAssistLevel2=
10049SmokeAssistLevel3=
10050SmokeAssistLevel4=
10051SmokeAssistLevel5=
10052SmokeAssistLevel6=
10053TakedaAssistLevel1=
10054TakedaAssistLevel2=
10055TakedaAssistLevel3=
10056TakedaAssistLevel4=
10057TakedaAssistLevel5=
10058TakedaAssistLevel6=
10059TanyaAssistLevel1=
10060TanyaAssistLevel2=
10061TanyaAssistLevel3=
10062TanyaAssistLevel4=
10063TanyaAssistLevel5=
10064TanyaAssistLevel6=
10065TremorAssistLevel1=
10066TremorAssistLevel2=
10067TremorAssistLevel3=
10068TremorAssistLevel4=
10069TremorAssistLevel5=
10070TremorAssistLevel6=
10071
10072ShaolinLiuKang=
10073ShaolinKungLao=
10074ShaolinKungLiu1=
10075ShaolinKungLiu2=
10076ShaolinKungLiu3=
10077
10078EnduranceSonyaTower=
10079SubScorpionEndurance=Take on deadliest ninjas from the past and present.
10080CageFamilyEndurance=The Cage Family is here to f#ck you up.
10081NitaraAssist=Nitara has released life sucking Blood Bats into the realm.
10082
10083MkDayScorpionTower="Each opponent has Armor and Increased Health."
10084MkDayBarakaTower="Vampiric Missiles spawn during the fight.\nNITARA'S GEMSTONE Konsumables can help."
10085MkDaySubZeroTower="Sub Zero will assist during this Tower.\nSome Konsumables are not usable."
10086MkDaySkarletTower="Blood Totems appear and drain Health.\nBreaking a Totem restores Health."
10087MkDayTerminasTower="A Klassic Mortal Kombat Tower against a series of random opponents."
10088MkDayRaidenTower="A series of battles featuring modifiers based on Klassic Mortal Kombat Characters."
10089
10090;All For One Boss Fights
10091ScorpionBossAllForOne=
10092JadeBossAllForOne=
10093SubZeroBossAllForOne=
10094BarakaBossAllForOne=
10095CassieBossAllForOne=
10096DVorahBossAllForOne=
10097SkarletBossAllForOne=
10098RaidenBossAllForOne=
10099KungLaoBossAllForOne=
10100LiuKangBossAllForOne=
10101KabalBossAllForOne=
10102KanoBossAllForOne=
10103KronikaLadderBoss_BossOnly=
10104
10105;Generic All for One Bosses
10106ScorpionGenericAllForOne_1=
10107SubZeroGenericAllForOne_1=
10108SkarletGenericAllForOne_1=
10109RaidenGenericAllForOne_1=
10110BarakaGenericAllForOne_1=
10111CassieGenericAllForOne_1=
10112SonyaGenericAllForOne_1=
10113TerminasGenericAllForOne_1=
10114DvorahGenericAllForOne_1=
10115KabalGenericAllForOne_1=
10116
10117
10118Test=yo yo yo this is test mon
10119
10120
10121
10122
10123
10124
10125
10126
10127
10128
10129
10130
10131
10132
10133[Tutorial.HUB]
10134Tutorial.Title=LEARN
10135LessonPrompt={dbutton:%hs} PLAY LESSON
10136ContinuePrompt="You currently have incomplete progress for this Lesson.\nWould you like to kontinue from the first incomplete Section?"
10137ContinueOption=KONTINUE
10138RestartOption=RESTART LESSON
10139RewardsWarning=You are currently not connected to the Mortal Kombat 11 servers. You may kontinue your progress, but you will not receive your rewards until you reconnect to the servers.
10140
10141; SECTION DETAILS
10142Basics.Title=BASICS
10143Basics.Desc="Players new to Mortal Kombat 11 should start\nhere to learn the fundamentals."
10144Advanced.Title=ADVANCED
10145Advanced.Desc="Once you understand the basics, explore advanced techniques\nand systems that give you more options in Kombat."
10146Strategy.Title=STRATEGY
10147Strategy.Desc="Build on techniques learned in previous lessons, examining\ntheir strengths, risks, and the best ways to use them."
10148Character.Title=CHARACTER
10149Character.Desc="An introduction to each of the Kombatants in Mortal Kombat 11.\nLearn about useful attacks, basic Kombos, and Special Moves."
10150CharacterDisabled.Title=CHARACTER
10151CharacterDisabled.Desc=KOMING SOON
10152
10153; CATEGORY DETAILS
10154Category.Basics.Title=BASIC TUTORIAL
10155Category.Basics.Desc=
10156Category.Adv_0.Title=ADVANCED OFFENSE
10157Category.Adv_0.Desc=
10158Category.Adv_1.Title=ADVANCED DEFENSE
10159Category.Adv_1.Desc=
10160Category.Adv_2.Title=FRAME DATA
10161Category.Adv_2.Desc=
10162Category.Str_0.Title=BUILDING KOMBOS
10163Category.Str_0.Desc=
10164Category.Str_1.Title=ADVANTAGE & PRESSURE
10165Category.Str_1.Desc=
10166Category.Str_2.Title=POSITIONING & RESOURCES
10167Category.Str_2.Desc=
10168Category.Character.Title=CHARACTER LESSONS
10169Category.Character.Desc=
10170Category.CharacterDisabled.Title=CHARACTER LESSONS
10171Category.CharacterDisabled.Desc=KOMING SOON
10172Empty.Title=
10173Empty.Desc=
10174
10175; LESSON DETAILS
10176BasicsMovementAndAttacks.title=BASIC MOVEMENT AND ATTACKS
10177BasicsMovementAndAttacks.desc=Learn the basics of moving and attacking.
10178
10179BlockingAndThrows.title=BLOCKING AND THROWS
10180BlockingAndThrows.desc=Defend against strikes by Blocking. Throw to attack Blocking opponents.
10181
10182BasicInteracts.title=ENVIRONMENT INTERACTION
10183BasicInteracts.desc=Use the environment to attack or evade your opponent.
10184
10185SpecialMovesAndStrings.title=SPECIAL MOVES AND KOMBO ATTACKS
10186SpecialMovesAndStrings.desc=Execute a series of inputs to perform Special Moves and Kombo Attack Strings.
10187
10188FatalBlowsAndJustFrames.title=FATAL BLOWS AND AMPLIFIED SPECIAL MOVES
10189FatalBlowsAndJustFrames.desc=Perform your character's most powerful attacks, at the cost of limited resources.
10190
10191BasicCombos.title=BASIC KOMBOS
10192BasicCombos.desc=Combine different moves into a sequence of attacks to deal more damage.
10193
10194SpecialCancel.title=SPECIAL MOVE CANCELS
10195SpecialCancel.desc=Kombo Basic Attacks into Special Moves to build longer Kombos with Special Move Cancels.
10196JumpIns.title=JUMP IN ATTACKS
10197JumpIns.desc=Use Jump In Attacks to start Kombos from the air.
10198Hops.title=QUICK JUMPS
10199Hops.desc=Use Quick Jumps to evade Low Attacks. Use Quick Jump Attack to perform a fast Overhead Attack.
10200DashCancel.title=DASH CANCELS
10201DashCancel.desc=Cut a Dash short with a Block, Attack, or Jump.
10202BlockDamage.title=BLOCK DAMAGE
10203BlockDamage.desc=Attacks cause a small amount of damage when Blocked.
10204KrushingBlows.title=KRUSHING BLOWS
10205KrushingBlows.desc=Meet specific konditions to perform more powerful versions of certain attacks.
10206
10207AdvBlocking.title=ADVANCED BLOCKING
10208AdvBlocking.desc=Block a mix of fast Low Attacks and slower Overhead Attacks.
10209Reversal.title=REVERSAL ATTACKS
10210Reversal.desc=Perform a Special Move as a Reversal to start an attack immediately after you Block.
10211Wakeup.title=GETUP
10212Wakeup.desc=Use Getup Attacks, Getup Rolls, and Delayed Getup to avoid attacks as you recover from a Knockdown.
10213AdvInteracts.title=ADVANCED INTERACTION
10214AdvInteracts.desc=Modify Environment Interactions to change their behavior or add Armor.
10215PerfectBlock.title=FLAWLESS BLOCK
10216PerfectBlock.desc=Perfectly time a Block to reduce the Block Damage of an incoming attack.
10217BlockAttacks.title=BLOCK ATTACKS
10218BlockAttacks.desc=Perform powerful attacks to interrupt your opponent immediately after a Flawless Block.
10219AirEscapes.title=BREAKAWAYS
10220AirEscapes.desc=Spend your Defensive Gauge to Escape a Juggle Kombo.
10221
10222CornerCombos.title=KORNER KOMBOS
10223CornerCombos.desc=Perform Kombos that are only possible when the opponent in is the Korner.
10224ComboLimitations.title=KOMBO LIMITATIONS
10225ComboLimitations.desc=Learn about systems that limit the length and damage of Kombos.
10226ExtendingCombos.title=EXTENDING KOMBOS
10227ExtendingCombos.desc=Extend the length of your Kombos with Juggles and Amplified attacks.
10228ComboStarters.title=KOMBO STARTS
10229ComboStarters.desc=Use different types of attacks to start the right Kombo in the right situation.
10230ComboEnders.title=KOMBO ENDERS
10231ComboEnders.desc=End Kombos with attacks that can give you a positional advantage or cause a Knockdown.
10232
10233FrameDataIntro.title=INTRO TO FRAME DATA
10234FrameDataIntro.desc=An overview of the basic elements of Frame Data, including Start Up, Active, and Recovery Frames.
10235HitAdv.title=HIT ADVANTAGE
10236HitAdv.desc=Hit Advantage describes how soon each player can move after an attack Hits.
10237BlockAdv.title=BLOCK ADVANTAGE
10238BlockAdv.desc=Block Advantage describes how soon each player can move after an attack is Blocked.
10239UnsafeAttacks.title=UNSAFE ATTACKS
10240UnsafeAttacks.desc=Use Frame Data to determine which of your attacks leave you vulnerable if Blocked.
10241SafeAttacks.title=SAFE ATTACKS
10242SafeAttacks.desc=Use Frame Data to determine which of your attacks are safer to use if your opponent can Block.
10243Punishing.title=PUNISHING
10244Punishing.desc=Kounter attack your opponent when they perform an attack that is Unsafe on Block.
10245
10246HitConfirming.title=HIT CONFIRMING
10247HitConfirming.desc=Safely use a Punishable attack in a Kombo by reacting when an opponent is hit by or Blocks a Kombo Attack.
10248WakeupOffense.title=GETUP OFFENSE
10249WakeupOffense.desc=Knockdown your opponent and attack as they get up when you have an advantage.
10250WakeupDefense.title=GETUP DEFENSE
10251WakeupDefense.desc=Learn options to defend yourself from an opponent that attacks as you get up after a Knockdown.
10252BlockPressure.title=BLOCK PRESSURE
10253BlockPressure.desc=Use knowledge of Frame Data to limit the opponent's options and keep them on defense when they Block your attacks.
10254HitPressure.title=HIT PRESSURE
10255HitPressure.desc=Use knowledge of Frame Data to apply Pressure after a successful hit.
10256PressureDefense.title=PRESSURE DEFENSE
10257PressureDefense.desc=Learn to defend and escape Pressure from an aggressive opponent.
10258
10259Zoning.title=ZONING
10260Zoning.desc=Use Projectile Attacks to fight at long range and keep your opponent at a distance.
10261CounterZoning.title=FIGHTING ZONERS
10262CounterZoning.desc=Avoid Projectile Attacks and close in on Zoning opponents.
10263Neutral.title=GROUNDED NEUTRAL
10264Neutral.desc=Fight to control space with your attacks in Neutral situations, where no player has an immediate advantage.
10265AntiAir.title=ANTI AIR
10266AntiAir.desc=Interrupt opponents attempting to approach with a Jumping Attack.
10267MeterManagement.title=GAUGE MANAGEMENT
10268MeterManagement.desc=Spend your Offensive and Defensive Gauges wisely when facing a skilled opponent.
10269SuperManagement.title=FATAL BLOW MANAGEMENT
10270SuperManagement.desc=Use your Fatal Blow to help you win a match.
10271
10272CHAR_Baraka.CategoryTitle=BARAKA TUTORIALS
10273BARAKA1.title=BLADE SPARK
10274BARAKA1.desc=
10275BARAKA2.title=BLADE CHARGE
10276BARAKA2.desc=
10277BARAKA3.title=WAR BANNER
10278BARAKA3.desc=
10279BARAKA4.title=OUTWORLD BASH
10280BARAKA4.desc=
10281BARAKA5.title=BLADE SWIPE
10282BARAKA5.desc=
10283BARAKA6.title=LEG CHOP
10284BARAKA6.desc=
10285BARAKA7.title=CUTTING LOSE
10286BARAKA7.desc=
10287BARAKA8.title=LUNGING BLADES
10288BARAKA8.desc=
10289BARAKA9.title=KNEE LUNGE
10290BARAKA9.desc=
10291
10292CHAR_Cage.CategoryTitle=JOHNNY CAGE TUTORIALS
10293Cage.title=Cage TITLE
10294Cage.desc=Cage DESCRIPTION
10295
10296CHAR_Cassie.CategoryTitle=CASSIE TUTORIALS
10297Cassie.title=Cassie TITLE
10298Cassie.desc=Cassie DESCRIPTION
10299
10300CHAR_Cetrion.CategoryTitle=CETRION TUTORIALS
10301Cetrion.title=Cetrion TITLE
10302Cetrion.desc=Cetrion DESCRIPTION
10303
10304CHAR_CyberFrost.CategoryTitle=FROST TUTORIALS
10305CyberFrost.title=Frost TITLE
10306CyberFrost.desc=Frost DESCRIPTION
10307
10308CHAR_DVorah.CategoryTitle=D'VORAH TUTORIALS
10309DVorah.title=D'Vorah TITLE
10310DVorah.desc=D'Vorah DESCRIPTION
10311
10312CHAR_ErronBlack.CategoryTitle=ERRON BLACK TUTORIALS
10313ErronBlack.title=ErronBlack TITLE
10314ErronBlack.desc=ErronBlack DESCRIPTION
10315
10316CHAR_Jacqui.CategoryTitle=JACQUI TUTORIALS
10317Jacqui.title=Jacqui TITLE
10318Jacqui.desc=Jacqui DESCRIPTION
10319
10320CHAR_Jade.CategoryTitle=JADE TUTORIALS
10321Jade1.title=RAZOR RANG
10322Jade1.desc=
10323Jade2.title=BLAZING NITRO KICK
10324Jade2.desc=
10325Jade3.title=DEADLY BUTTERFLY
10326Jade3.desc=
10327Jade4.title=DODGING SHADOWS
10328Jade4.desc=
10329Jade5.title=TEMPTATION
10330Jade5.desc=
10331Jade6.title=WIGGLE STICK
10332Jade6.desc=
10333Jade7.title=POLE STRIKE
10334Jade7.desc=
10335Jade8.title=POLL DANCE
10336Jade8.desc=
10337Jade9.title=EDENIAN RUSH
10338Jade9.desc=
10339Jade10.title=SIDE KICK
10340Jade10.desc=
10341
10342CHAR_Jax.CategoryTitle=JAX TUTORIALS
10343Jax1.title=GROUND POUND
10344Jax1.desc=
10345Jax2.title=THUMPER
10346Jax2.desc=
10347Jax3.title=ARM HEAT
10348Jax3.desc=
10349Jax4.title=GOTCHA GRAB
10350Jax4.desc=
10351Jax5.title=HEATING UP
10352Jax5.desc=
10353Jax6.title=HEAT MISSILE
10354Jax6.desc=
10355Jax7.title=AMBUSHED
10356Jax7.desc=
10357Jax8.title=SLEEP, BITCH
10358Jax8.desc=
10359Jax9.title=HEAD SLAMMER
10360Jax9.desc=
10361Jax10.title=GUR KNEE
10362Jax10.desc=
10363
10364CHAR_Kabal.CategoryTitle=KABAL TUTORIALS
10365Kabal1.title=NOMAD DASH
10366Kabal1.desc=
10367Kabal2.title=BUZZSAW
10368Kabal2.desc=
10369Kabal3.title=HOOK SLAM
10370Kabal3.desc=
10371Kabal4.title=SWINGING HOOKS
10372Kabal4.desc=
10373Kabal5.title=SWEEPING HOOKS
10374Kabal5.desc=
10375Kabal6.title=HOOK SWIPE
10376Kabal6.desc=
10377Kabal7.title=MAIMED AND MANGLED
10378Kabal7.desc=
10379Kabal8.title=EXTERMINATION SQUAD
10380Kabal8.desc=
10381Kabal9.title=LEFT FOR DEAD
10382Kabal9.desc=
10383
10384CHAR_Kano.CategoryTitle=KANO TUTORIALS
10385Kano1.title=BLADE TOSS
10386Kano1.desc=
10387Kano2.title=BLACK DRAGON BALL
10388Kano2.desc=
10389Kano3.title=DEADLY GRAZE
10390Kano3.desc=
10391Kano4.title=ENZIGURI
10392Kano4.desc=
10393Kano5.title=WHEEL KICK
10394Kano5.desc=
10395Kano6.title=TAKEDOWN
10396Kano6.desc=
10397Kano7.title=FIGJAM
10398Kano7.desc=
10399Kano8.title=FAIR SICK OF THE SAV
10400Kano8.desc=
10401
10402CHAR_Kotal.CategoryTitle=KOTAL TUTORIALS
10403Kotal.title=Kotal TITLE
10404Kotal.desc=Kotal DESCRIPTION
10405
10406CHAR_KungLao.CategoryTitle=KUNG LAO TUTORIALS
10407KungLao.title=KungLao TITLE
10408KungLao.desc=KungLao DESCRIPTION
10409
10410CHAR_Kitana.CategoryTitle=KITANA TUTORIALS
10411Kitana.title=Kitana TITLE
10412Kitana.desc=Kitana DESCRIPTION
10413
10414CHAR_Kollector.CategoryTitle=KOLLECTOR TUTORIALS
10415Kollector.title=Kollector TITLE
10416Kollector.desc=Kollector DESCRIPTION
10417
10418CHAR_LiuKang.CategoryTitle=LIU KANG TUTORIALS
10419LiuKang.title=LiuKang TITLE
10420LiuKang.desc=LiuKang DESCRIPTION
10421
10422CHAR_Noob.CategoryTitle=NOOB TUTORIALS
10423Noob.title=Noob TITLE
10424Noob.desc=Noob DESCRIPTION
10425
10426CHAR_Raiden.CategoryTitle=RAIDEN TUTORIALS
10427Raiden1.title=LIGHTNING BOLT
10428Raiden1.desc=
10429Raiden2.title=SUMMON LIGHTNING
10430Raiden2.desc=
10431Raiden3.title=LIGHTNING STRIKE
10432Raiden3.desc=
10433Raiden4.title=ELECTRIC FLY
10434Raiden4.desc=
10435Raiden5.title=HAMMER FISTS
10436Raiden5.desc=
10437Raiden6.title=POWER DISCHARGE
10438Raiden6.desc=
10439Raiden7.title=MASSIVE DESTRUCTION
10440Raiden7.desc=
10441Raiden8.title=OVERLOAD
10442Raiden8.desc=
10443Raiden9.title=MIGHT OF MORDULUS
10444Raiden9.desc=
10445Raiden10.title=HEAVY STORM
10446Raiden10.desc=
10447Raiden11.title=THUNDER KNEE
10448Raiden11.desc=
10449
10450CHAR_Scorpion.CategoryTitle=SCORPION TUTORIALS
10451Scorpion.title=Scorpion TITLE
10452Scorpion.desc=Scorpion DESCRIPTION
10453Scorpion1.title=HELL PORT
10454Scorpion1.desc=
10455Scorpion2.title=SPEAR
10456Scorpion2.desc=
10457Scorpion3.title=TORMENT
10458Scorpion3.desc=
10459Scorpion4.title=FALLING ASHES
10460Scorpion4.desc=
10461Scorpion5.title=GUT SLICE
10462Scorpion5.desc=
10463Scorpion6.title=DARK SOUL
10464Scorpion6.desc=
10465Scorpion7.title=FLIP KICK
10466Scorpion7.desc=
10467Scorpion8.title=RISING CUT
10468Scorpion8.desc=
10469Scorpion9.title=SOULLESS
10470Scorpion9.desc=
10471SCORPIONCOMBO1.title=TRIAL 1
10472SCORPIONCOMBO1.desc=
10473SCORPIONCOMBO2.title=TRIAL 2
10474SCORPIONCOMBO2.desc=
10475SCORPIONCOMBO3.title=TRIAL 3
10476SCORPIONCOMBO3.desc=
10477SCORPIONCOMBO4.title=TRIAL 4
10478SCORPIONCOMBO4.desc=
10479
10480CHAR_ShaoKahn.CategoryTitle=SHAO KAHN TUTORIALS
10481ShaoKahn.title=ShaoKahn TITLE
10482ShaoKahn.desc=ShaoKahn DESCRIPTION
10483
10484CHAR_Skarlet.CategoryTitle=SKARLET TUTORIALS
10485Skarlet1.title=BLOOD BALL
10486Skarlet1.desc=
10487Skarlet2.title=BLOODSHOT
10488Skarlet2.desc=
10489Skarlet3.title=BLOOD TENTACLE
10490Skarlet3.desc=
10491Skarlet4.title=BLOOD TRAIL
10492Skarlet4.desc=
10493Skarlet5.title=THE END IS NIGH
10494Skarlet5.desc=
10495Skarlet6.title=KOAGULATION
10496Skarlet6.desc=
10497Skarlet7.title=SCYTHE SLAM
10498Skarlet7.desc=
10499Skarlet8.title=REACHING WHIP
10500Skarlet8.desc=
10501Skarlet9.title=BLEEDING
10502Skarlet9.desc=
10503Skarlet10.title=SIMPLE SLAUGHTER
10504Skarlet10.desc=
10505Skarlet11.title=KRACK THE WHIP
10506Skarlet11.desc=
10507
10508CHAR_Sonya.CategoryTitle=SONYA TUTORIALS
10509Sonya1.title=ENERGY RINGS
10510Sonya1.desc=
10511Sonya2.title=LEG BREAKER
10512Sonya2.desc=
10513Sonya3.title=AIR CONTROL
10514Sonya3.desc=
10515Sonya4.title=OVERWATCH
10516Sonya4.desc=
10517Sonya5.title=SHOOT AND SCOOT
10518Sonya5.desc=
10519Sonya6.title=HOOAH
10520Sonya6.desc=
10521Sonya7.title=UNDER SIEGE
10522Sonya7.desc=
10523Sonya8.title=LAST PATROL
10524Sonya8.desc=
10525Sonya9.title=VENDETTA
10526Sonya9.desc=
10527
10528CHAR_Subzero.CategoryTitle=SUB ZERO TUTORIALS
10529Subzero1.title=SLIDE
10530Subzero1.desc=
10531Subzero2.title=ICEBALL
10532Subzero2.desc=
10533Subzero3.title=AXE BUSH
10534Subzero3.desc=
10535Subzero4.title=DOUBLE AXE SLAM
10536Subzero4.desc=
10537Subzero5.title=FROSTY
10538Subzero5.desc=
10539Subzero6.title=RISING AXE
10540Subzero6.desc=
10541Subzero7.title=BRUTAL KICK
10542Subzero7.desc=
10543
10544CHAR_Terminas.CategoryTitle=GERAS TUTORIALS
10545Terminas1.title=TEMPORAL ADVANTAGE
10546Terminas1.desc=
10547Terminas2.title=SAND TRAP
10548Terminas2.desc=
10549Terminas3.title=BIG FIST
10550Terminas3.desc=
10551Terminas4.title=TITAN TACKLE
10552Terminas4.desc=
10553Terminas5.title=DANGEROUS CHRONOLOGY
10554Terminas5.desc=
10555Terminas6.title=MATTER OF TIME
10556Terminas6.desc=
10557Terminas7.title=SHOULDER CHARGE
10558Terminas7.desc=
10559Terminas8.title=RIPPLE IN TIME
10560Terminas8.desc=
10561Terminas9.title=OUT OF TIME
10562Terminas9.desc=
10563
10564CHAR_Kollector.CategoryTitle=KOLLECTOR TUTORIALS
10565
10566[Tutorial]
10567; Available color tags are [YEL], [LBL], [BLU], [RED], [GRN]
10568FollowAlong=TRY TO MATCH THE BUTTON TIMING NOW
10569TempDisabled=INPUT TEMPORARILY DISABLED
10570DemoEnter={padButton:%hs} VIEW DEMO
10571DemoExit={padButton:%hs} EXIT DEMO
10572Windows.Hit=HIT
10573Windows.Miss=MISS
10574Windows.TimedOut="TOO\nLATE"
10575Windows.WrongButton="WRONG\nBUTTON"
10576Windows.TimeOut="TIMED\nOUT"
10577Windows.Description.TimeOut="One of the attacks in your Kombo Attack did not start. You either pressed the wrong button, or you did not press the correct button fast enough.\nPress [Select] to see the correct timing."
10578Windows.Description.Missed="You performed the Kombo Attack correctly, but you did not hit the opponent with each attack."
10579Windows.Description.SpecialTimeout="You performed the Kombo Attack correctly, but the Special Move did not start. When Canceling, you can start inputting the Special Move as soon as you finish inputting the previous attack."
10580Temp.Title=HERE'S A TITLE [FK][,][Away][+][FP][,][FP]
10581Temp.Description="Aaaaand here's a description\n[FK][,][Towards][+][FP][,][Away][+][BK]"
10582DebugDashForward=Dash [YEL]Forward[CLR]
10583DebugDashBackward=Dash [LBL]Backward[CLR]
10584DebugBlockString=[RED]Block[CLR] the string
10585DebugComboString=[RED]away2[CLR] > [BLU]df1 ice ball[CLR] > [YEL]Dash Forward[CLR] > [GRN]attack1_2[CLR]
10586DebugThinkingAI=No kondition to satisfy just fight the AI until you want to quit.
10587DebugLoopingAI=Testing the AI command looping without and with resets.
10588FatalityTutorialWelcome=Welcome to the Fatality Tutorial
10589FatalityTutorialYes=DISABLE FATALITY TIMEOUT
10590FatalityTutorialNo=ENABLE FATALITY TIMEOUT
10591
10592SpecialCancel_Format={command1:%s}, then {command2:%s} before Cage finishes his first Attack
10593Tut_SpaceBreak=" -"
10594Tut_CommaSpaceBreak="[,] -"
10595Tut_CommaSpace="[,] "
10596Tut_Comma="[,]"
10597Tut_then=then
10598Tut_delay=delay
10599Tut_delayCap=Delay
10600Tut_DelayThen=delay, then
10601Tut_shortdelay=short delay
10602Tut_Cancel=Cancel
10603Tut_ThenSpecialMoveCancelInto=then Special Move Cancel into
10604Tut_SpecialMoveCancelInto=Special Move Cancel into
10605Tut_SpecialMoveCancel=Special Move Cancel
10606Tut_CancelInto=Cancel into
10607Tut_AfterLanding=after landing
10608Tut_HoldTowards=Hold [Towards]
10609Tut_HoldDown=Hold [Down]
10610Tut_ThenHoldDown=then Hold [Down]
10611Tut_HoldAway=Hold [Away]
10612Tut_Block="Hold [R2]"
10613Tut_LowBlock="Hold [Down] + [R2]"
10614Tut_BlockThen="Block[,] then"
10615Tut_ThenBlock=" then Hold [R2]"
10616Tut_ThenLowBlock="then Hold [Down] + [R2]"
10617Tut_JumpOver=[Up] or [TowardsUp]
10618Tut_Immediately=Immediately
10619Tut_Perform=Perform
10620Tut_Enhance=Amplify
10621Tut_WhileAirborne=while airborne
10622Tut_WhileAirborneOpponent=while the opponent is airborne
10623Tut_AsOpponentWakeup=as the opponent Gets Up.
10624Tut_BeforeOpponentWakeup=before the opponent Gets Up.
10625Tut_AsOpponentRolls=as the opponent Rolls.
10626Tut_AsWakeup=as you get up
10627Tut_AfterWakeup=immediately after getting up
10628Tut_AfterRecover=immediately after you Recover
10629
10630Tut_PerformCombo_Desc=Perform the [YEL]Kombo[CLR].
10631Tut_PerformCombo=Perform the Kombo.
10632
10633Basic_Movement_Desc="Welcome to [YEL]Mortal Kombat 11[CLR].\nLet's go over some basics before you enter the fight,\nstarting with movement."
10634Basic_Movement_1="Basic Movement"
10635Basic_Movement_2="Jump Movement"
10636Basic_Movement_3="Basic Attacks"
10637Basic_Movement_4="Duck Attacks"
10638Basic_Movement_5="Jump Attacks"
10639Basic_Movement_Input1=" "
10640
10641Basic_Movement_Quest_WalkForward="Step Forward: [Towards]"
10642Basic_Movement_Quest_WalkBackward="Step Backward: [Away]"
10643Basic_Movement_Quest_DashForward="Dash Forward: [Towards][Towards]"
10644Basic_Movement_Quest_DashBackward="Dash Backward: [Away][Away]"
10645Basic_Movement_Quest_Duck="Duck: Hold [Down]"
10646
10647Basic_Movement_Quest_JumpFwd="Jump Forward: [TowardsUp]"
10648Basic_Movement_Quest_JumpBwd="Jump Backward: [AwayUp]"
10649Basic_Movement_Quest_JumpUp="Jump Upward: Hold [Up]"
10650
10651Basic_Attacks_Quest_FP="Front Punch: [FP]"
10652Basic_Attacks_Quest_BP="Back Punch: [BP]"
10653Basic_Attacks_Quest_FK="Front Kick: [FK]"
10654Basic_Attacks_Quest_BK="Back Kick: [BK]"
10655
10656Basic_Attacks_Quest_Duck_FP="Duck Front Punch: [Down][+][FP]"
10657Basic_Attacks_Quest_Duck_BP="Duck Back Punch: [Down][+][BP]"
10658Basic_Attacks_Quest_Duck_FK="Duck Front Kick: [Down][+][FK]"
10659Basic_Attacks_Quest_Duck_BK="Duck Back Kick: [Down][+][BK]"
10660
10661Basic_Attacks_Quest_Jump_FP="Jumping Front Punch: [TowardsUp], then [FP] while airborne."
10662Basic_Attacks_Quest_Jump_BP="Jumping Back Punch: [TowardsUp], then [BP] while airborne."
10663Basic_Attacks_Quest_Jump_Kick="Jumping Kick: [TowardsUp], then [FK] or [BK] while airborne."
10664
10665Basic_Movement_WalkForward=Step Forward
10666Basic_Movement_WalkForward_Input="[Towards]"
10667Basic_Movement_WalkBackward=Step Backward
10668Basic_Movement_WalkBackward_Input="[Away]"
10669Basic_Movement_DashFwd=Dash Forward
10670Basic_Movement_DashFwd_Input="[Towards][Towards]"
10671Basic_Movement_DashBwd="Dash Backward"
10672Basic_Movement_DashBwd_Input="[Away][Away]"
10673Basic_Movement_Duck=Duck
10674Basic_Movement_Duck_Input="Hold [Down]"
10675
10676Basic_Movement_JumpUp=Jump Upward
10677Basic_Movement_JumpUp_Input="Hold [Up]"
10678Basic_Movement_JumpFwd=Jump Forward
10679Basic_Movement_JumpFwd_Input="[TowardsUp]"
10680Basic_Movement_JumpBwd=Jump Backward
10681Basic_Movement_JumpBwd_Input="[AwayUp]"
10682
10683Basic_Attacks_Desc="Next, familiarize yourself with your [YEL]Basic Attacks[CLR]."
10684Basic_Attacks_FP=Front Punch
10685Basic_Attacks_FP_Input="[FP]"
10686Basic_Attacks_BP=Back Punch
10687Basic_Attacks_BP_Input="[BP]"
10688Basic_Attacks_FK=Front Kick
10689Basic_Attacks_FK_Input="[FK]"
10690Basic_Attacks_BK=Back Kick
10691Basic_Attacks_BK_Input="[BK]"
10692
10693Basic_Attacks_Duck_FP=Duck Front Punch
10694Basic_Attacks_Duck_Hold_FP_Input="Hold [Down][+][FP]"
10695Basic_Attacks_Duck_BP=Duck Back Punch
10696Basic_Attacks_Duck_Hold_BP_Input="Hold [Down][+][BP]"
10697Basic_Attacks_Duck_FK=Duck Front Kick
10698Basic_Attacks_Duck_Hold_FK_Input="Hold [Down][+][FK]"
10699Basic_Attacks_Duck_BK=Duck Back Kick
10700Basic_Attacks_Duck_Hold_BK_Input="Hold [Down][+][BK]"
10701Basic_Attacks_Duck_FP_Input="[Down][+][FP]"
10702Basic_Attacks_Duck_BP_Input="[Down][+][BP]"
10703Basic_Attacks_Duck_FK_Input="[Down][+][FK]"
10704Basic_Attacks_Duck_BK_Input="[Down][+][BK]"
10705
10706Basic_Attacks_Jump_FP="Jumping Front Punch"
10707Basic_Attacks_Jump_FP_Input="[TowardsUp], then [FP] while airborne."
10708Basic_Attacks_Jump_BP="Jumping Back Punch"
10709Basic_Attacks_Jump_BP_Input="[TowardsUp], then [BP] while airborne."
10710Basic_Attacks_Jump_Kick="Jumping Kick"
10711Basic_Attacks_Jump_Kick_Input="[TowardsUp], then [FK] or [BK] while airborne."
10712
10713Basic_Attacks_Jump_Hold_Up_FP_Input="Hold [Up][,] [FP]"
10714Basic_Attacks_Jump_Hold_Up_BP_Input="Hold [Up][,] [BP]"
10715
10716Basic_Dir_Attack_Desc="Hold [Away] or [Towards] while executing some\n[YEL]Basic Attacks[CLR] to perform a wider range of attacks."
10717
10718Basic_Blocking_Desc1="[YEL]Blocking[CLR] is your most basic defensive technique, significantly\nreducing the damage you take from the opponent's attacks."
10719Basic_Blocking_Desc2="[YEL]Mid Attacks[CLR] are the most common type of attack, targeting a character's midsection.\n[YEL]Mid Attacks[CLR] can be [YEL]Blocked[CLR] while [YEL]Standing[CLR] or [YEL]Ducking[CLR]."
10720Basic_Blocking_Desc3="[YEL]Low Attacks[CLR] target the feet or lower body, hitting [YEL]Standing[CLR] characters that are [YEL]Blocking[CLR].\nYou can only [YEL]Block[CLR] a [YEL]Low Attack[CLR] if you are [YEL]Ducking[CLR]."
10721Basic_Blocking_Desc4="[YEL]High Attacks[CLR] target the head or upper body.\nWhile [YEL]High Attacks[CLR] can be [YEL]Blocked[CLR] when [YEL]Standing[CLR] or [YEL]Ducking[CLR],\nthey can be evaded entirely by [YEL]Ducking[CLR] without [YEL]Blocking[CLR]."
10722Basic_Blocking_Desc5="[YEL]Overhead Attacks[CLR] strike downward from above to hit\n[YEL]Ducking[CLR] characters that are [YEL]Blocking[CLR]. You can only\n[YEL]Block[CLR] an [YEL]Overhead Attack[CLR] if you are [YEL]Standing[CLR]."
10723Basic_Blocking_Desc6="Your opponents will attempt to mix [YEL]Low Attacks[CLR]\nand [YEL]Overhead Attacks[CLR] to get past your defense."
10724Basic_Blocking_Desc7="If your opponent is [YEL]Blocking[CLR] your attacks while [YEL]Standing[CLR],\nhit them with a [YEL]Low Attack[CLR]."
10725Basic_Blocking_Desc8="If your opponent is [YEL]Blocking[CLR] your attacks while [YEL]Ducking[CLR],\nhit them with an [YEL]Overhead Attack[CLR]."
10726
10727Basic_Blocking_1="Block the Opponent's Mid Attack"
10728Basic_Blocking_1_Input="Hold [R2] while Ducking or Standing"
10729
10730Basic_Blocking_2="Block the Opponent's Low Attack while Ducking"
10731Basic_Blocking_2_Input="Hold [Down][+][R2]"
10732
10733Basic_Blocking_3="Evade the Opponent's High Attack by Ducking without Blocking"
10734Basic_Blocking_3_Input="Hold [Down]"
10735
10736Basic_Blocking_4="Block the Opponent's Overhead Attack while Standing"
10737Basic_Blocking_4_Input="Hold [R2] while Standing"
10738
10739Basic_Blocking_5="Block 5 Overhead or Low Attacks"
10740Basic_Blocking_5_Input="Hold [R2] While Standing against Overhead Attacks, [Down] + [R2] against Low Attacks."
10741
10742Basic_Blocking_6="Use a Low Attack to hit the Blocking Opponent"
10743Basic_Blocking_7="Use an Overhead Attack to hit the Blocking Opponent that's Ducking"
10744
10745
10746Basic_Throw_Desc1="[YEL]Throws[CLR] can hit a [YEL]Blocking[CLR] opponent that is [YEL]Standing[CLR] or [YEL]Ducking[CLR]. Use a [YEL]Throw[CLR] to\nattack an opponent that consistently defends against your other attacks."
10747Basic_Throw_Desc2="[YEL]Back Throws[CLR] will put the opponent behind you.\nHold [YEL]Forward[CLR] when performing a [YEL]Throw[CLR] to position opponent in front."
10748Basic_Throw_Desc3="While you cannot [YEL]Block[CLR] a [YEL]Throw[CLR], you have a brief\nwindow to perform a [YEL]Throw Escape[CLR] to break free."
10749Basic_Throw_Desc4="Now, perform a [YEL]Throw Escape[CLR] with proper timing."
10750Basic_Throw_Desc5="[YEL]Throws[CLR] can also be evaded by [YEL]Jumping[CLR] or [YEL]Ducking[CLR] without [YEL]Blocking[CLR]."
10751
10752Basic_Throw_1=Perform a Back Throw to attack the Blocking Opponent
10753Basic_Throw_2=Perform a Forward Throw to attack the Blocking Opponent
10754Basic_Throw_3=Break free from a Back Throw with a Throw Escape
10755Basic_Throw_3_Input="Press [FP] or [FK] immediately after you have been hit by a Back Throw."
10756Basic_Throw_4=Break free from a Forward Throw with a Throw Escape
10757Basic_Throw_4_Input="Press [BP] or [BK] immediately after you have been hit by a Forward Throw."
10758
10759Basic_Interact_Desc="Every arena contains different [YEL]Environment Interactions[CLR] that can\naid you in kombat. [YEL]Environment Interactions[CLR] cost half of your\n[YEL]Defensive Gauge[CLR] to perform, which will refill over time."
10760Basic_Interact_1=Use the Naginata Environment Interaction
10761Basic_Interact_1_Input=[R1] when inside the Interaction Region
10762Basic_Interact_1_Input_Alt=[R1] or [FP][+][BP] when inside the Interaction Region
10763
10764Basic_Interact_2=Use the Wall Run Environment Interaction
10765Basic_Interact_3=Use the Bowl Environment Interaction
10766
10767Basic_Special_Move_Desc="Each character has unique [YEL]Special Moves[CLR], which are executed\nby performing sequences of directional and button inputs."
10768
10769Basic_String_Desc="Hitting the right combination of buttons in\nquick succession will unleash a [YEL]Kombo Attack[CLR]."
10770Basic_String_Exp=Execute the Kombo Attack String by pressing the attack buttons in quick succession.
10771Basic_String_1="[BP], [FP], [BP]."
10772Basic_String_2="[Away][+][BP], [BP]."
10773Basic_String_3="[Towards][+][FK], [FK]."
10774Basic_String_4="[Away][+][FP], [BK], [FK]."
10775Basic_String_5="[Away][+][FP], [BK], [FP]."
10776Basic_String_Desc_End="You can press [Start] and select [YEL]Move List[CLR] to view\nall of your character's [YEL]Kombo Attack[CLR] strings."
10777
10778Basic_Just_Frame_Desc="You can [YEL]Amplify[CLR] some [YEL]Special Moves[CLR] by pressing [R2] at\nthe right time. Most [YEL]Amplified Special Moves[CLR] cost half\nof your [YEL]Offensive Gauge[CLR], which will refill over time."
10779Basic_Just_Frame_1="Amplify Scorpion's Spear Special Move"
10780Basic_Just_Frame_1_Input="as the opponent is pulled in."
10781Basic_Just_Frame_2="Amplify Scorpion's Hell Port Special Move"
10782Basic_Just_Frame_2_Input="as the opponent is hit."
10783
10784Basic_Supermove_Desc="When your character's [YEL]Health[CLR] is below [RED]30%[CLR], you can perform\nyour character's most powerful attack, the [YEL]Fatal Blow[CLR]!"
10785Basic_Supermove_Desc2="You can only use your [YEL]Fatal Blow[CLR] once per match if it\nsuccessfully hits. If a [YEL]Fatal Blow[CLR] is [YEL]Blocked[CLR] or misses,\nyou will have to wait a short time before you can use it again."
10786
10787Basic_Supermove_Exp=Hit your opponent with a Fatal Blow
10788
10789Basic_Combo_Desc1="Some attacks will stun your opponent, giving\nyou an opportunity to hit with another attack\nbefore they [YEL]Recover[CLR] to start a [YEL]Kombo[CLR]."
10790Basic_Combo_Desc2="Combine [YEL]Special Moves[CLR] and [YEL]Kombo Attack Strings[CLR] for longer [YEL]Kombos[CLR]."
10791Basic_Combo_Desc3="Some attacks will launch your opponent into the air. Perform a\n[YEL]Juggle Kombo[CLR] by hitting an airborne opponent before they land."
10792
10793Basic_Combo_1="Stun the opponent with Spear, then uppercut for a simple Kombo."
10794Basic_Combo_1_Input="before the opponent Recovers."
10795Basic_Combo_2="Stun the opponent with Spear, then perform a Kombo Attack String."
10796Basic_Combo_3="Launch the opponent with Amplified Hell Port, then perform a Juggle Kombo."
10797Basic_Combo_3_Input="before the opponent lands."
10798Basic_Combo_4="Launch the opponent with Amplified Hell Port, then perform a Kombo Attack String."
10799
10800Basic_Sample_Fight1_Desc="Use what you have learned to defeat Sub Zero."
10801Basic_Sample_Fight1="Defeat Sub Zero"
10802
10803Basic_Sample_Fight1_Quest1="Hit with a Low Attack: [Away][+][BK]"
10804Basic_Sample_Fight1_Quest2="Hit with an Overhead Attack: [Away][+][FK]"
10805Basic_Sample_Fight1_Quest3="Hit with a Throw: [L1]"
10806Basic_Sample_Fight1_Quest4="Defeat your opponent"
10807
10808Basic_Sample_Fight2_Quest1="Use an Environment Interaction: [R1]"
10809Basic_Sample_Fight2_Quest2="Hit with a Special Move: [Down][Away][FK]"
10810Basic_Sample_Fight2_Quest3="Hit with a full Kombo Attack: [BP][,][FP][,][BP]"
10811
10812Basic_Sample_Fight3_Quest1="Hit with a Fatal Blow [L2][+][R2]"
10813Basic_Sample_Fight3_Quest2="Amplify Spear: [Away][Towards][FP][,] [R2]"
10814Basic_Sample_Fight3_Quest3="Amplify Hell Port: [Down][Away][FK][,] [R2]"
10815
10816Basic_Tutorial_Finished_DescA="Outstanding! You have kompleted the [LBL]Basic Tutorial[CLR].\nYou can explore the [LBL]Advanced[CLR], [LBL]Strategy[CLR], and [LBL]Character Tutorials[CLR]\nin the [LBL]Learn[CLR] menu, as well as free form [LBL]Practice[CLR]."
10817Basic_Tutorial_Finished_DescB="Outstanding! You have kompleted the [LBL]Basic Tutorial[CLR].\nYou can explore the [LBL]Advanced[CLR] and [LBL]Strategy[CLR] Tutorials[CLR]\nin the [LBL]Learn[CLR] menu, as well as free form [LBL]Practice[CLR]."
10818
10819Adv_SpecialCancel_Desc1="LESSON: SPECIAL MOVE CANCELS\nIf you execute a [YEL]Special Move[CLR] just as a [YEL]Basic Attack[CLR] hits, you can\nend the [YEL]Basic Attack[CLR] early and start the [YEL]Special Move[CLR] immediately.\nThis technique is known as a [YEL]Special Move Cancel[CLR]."
10820Adv_SpecialCancel_Desc2="This technique is known as a [YEL]Special Move Cancel[CLR] because the end\nof your [YEL]Basic Attack's[CLR] animation is cut short, or "[YEL]Canceled[CLR].""
10821Adv_SpecialCancel_Desc3="Now, perform a [YEL]Special Cancel[CLR] with proper timing.\nRemember that you don't have to wait for the [YEL]Basic Attack[CLR]\nto finish before you start inputting your [YEL]Special Move[CLR]."
10822Adv_SpecialCancel_Desc4="A [YEL]Cancel[CLR] causes your [YEL]Special Move[CLR] to hit the opponent much earlier\nthan if you had waited for the [YEL]Basic Attack[CLR] to finish normally,\nallowing for moves to form a [YEL]Kombo[CLR] that otherwise could not."
10823Adv_SpecialCancel_Desc5="[YEL]Special Move Cancel[CLR] after the last attack in a\n[YEL]Kombo Attack Strings[CLR] to build longer, more damaging [YEL]Kombos[CLR]."
10824
10825Adv_SpecialCancel_Desc_ReleaseCheck="If you frequently [YEL]Cancel[CLR] at the wrong time or into the wrong move,\ntry turning off [YEL]Release Check[CLR] in the [YEL]Controls[CLR] menu.\nInputting [YEL]Special Moves[CLR] will be less forgiving, but more precise."
10826
10827Adv_SpecialCancel_1=Execute a Front Kick, then Special Move Cancel into Flippy Kick
10828Adv_SpecialCancel_Input1=before Cage finishes his first Attack
10829Adv_SpecialCancel_InputToolKnifeThrow=[Away][Towards] [FP]
10830Adv_SpecialCancel_InputToolBall=[Away][Towards] [FK]
10831Adv_SpecialCancel_InputToolDoubleStab=[Down][Away] [FK]
10832Adv_SpecialCancel_InputTool1Away=[Away][+] -[FP]
10833
10834Adv_SpecialCancel_InputToolFlipKick=[Down][Away] [FK]
10835Adv_SpecialCancel_InputToolProjectile=[Away][Towards] [BP]
10836Adv_SpecialCancel_InputToolShadowKick=[Away][Towards] [BK]
10837Adv_SpecialCancel_InputTool4Towards=[Towards][+] -[BK]
10838
10839
10840Adv_SpecialCancel_2=Execute a Back Kick, then Special Move Cancel into Forceball
10841Adv_SpecialCancel_3=Execute a Directional Attack, then Special Move Cancel into Flippy Kick
10842Adv_SpecialCancel_4=Execute a Two Hit Kombo Attack String, then Special Move Cancel into Shadow Kick
10843Adv_SpecialCancel_5=Execute a Three Hit Kombo Attack String, then Special Move Cancel into Forceball
10844
10845Adv_JumpIn_Desc1="LESSON: JUMP INS\nA [YEL]Jump In Attack[CLR] describes a [YEL]Jumping Attack[CLR] during a\n[YEL]Forward Jump[CLR] that targets a grounded opponent. [YEL]Jump In Attacks[CLR]\ncan be risky, but they're an effective way to go on the offence."
10846Adv_JumpIn_Desc2="A [YEL]Jump In[CLR] with a [YEL]Punch Attack[CLR] against a grounded\nopponent will always leave the opponent standing on hit,\nallowing you to start a [YEL]Kombo[CLR] with a grounded attack as you land."
10847Adv_JumpIn_Desc3="A [YEL]Jump In[CLR] with a [YEL]Kick Attack[CLR] will launch\nyour opponent into the air, allowing you to start a\n[YEL]Juggle Kombo[CLR] with the right follow up attack."
10848Adv_JumpIn_1="Perform a Jump In Attack with Back Punch"
10849Adv_JumpIn_2="Start a Kombo with a Jump In Attack"
10850Adv_JumpIn_3="Start a Juggle Kombo with a Jump In Attack"
10851Adv_JumpIn_Input1="[TowardsUp][,] then [BP][,] [FK]"
10852Adv_JumpIn_InputFP_then="[TowardsUp][,] then [FP]"
10853Adv_JumpIn_InputBP_then="[TowardsUp][,] then [BP]"
10854Adv_JumpIn_InputFP="[TowardsUp] [FP]"
10855Adv_JumpIn_InputBP="[TowardsUp] [BP]"
10856Adv_JumpIn_InputFK="[TowardsUp] [FK]"
10857Adv_JumpIn_InputBK="[TowardsUp] [BK]"
10858Adv_JumpIn_InputKick="[TowardsUp] [FK] or [BK]"
10859Adv_JumpIn_InputFKComma="[TowardsUp][,] [FK]"
10860
10861Adv_Hop_Desc1="Briefly tap [Up] instead of holding [Up] to perform a\n[YEL]Quick Jump[CLR] instead of a normal [YEL]Upward Jump[CLR]."
10862Adv_Hop_Desc2=A [YEL]Quick Jump[CLR] is useful for evading [YEL]Low Attacks[CLR].
10863Adv_Hop_Desc3="Perform a [YEL]Quick Jumping Attack[CLR] for a fast [YEL]Overhead Attack[CLR]."
10864Adv_Hop_Desc4="[YEL]Quick Jumping Attacks[CLR] have limited range, but they\nallow you to attack an opponent while evading a [YEL]Low Attacks[CLR]."
10865
10866Adv_Hop_1=Perform a Quick Jump
10867Adv_Hop_Input_1=Tap [Up]
10868Adv_Hop_2=Evade a Low Attack with a Quick Jump
10869Adv_Hop_Input_2=Tap [Up] as the opponent attacks
10870Adv_Hop_3=Perform a Punch Quick Jumping Attack
10871Adv_Hop_Input_3=Tap [Up][,] then [FP] or [BP]
10872Adv_Hop_4=Perform a Kick Quick Jumping Attack
10873Adv_Hop_Input_4=Tap [Up][,] then [FK] or [BK]
10874Adv_Hop_5=Perform a Quick Jumping Attack while Evading a Low Attack
10875Adv_Hop_Input_5=Tap [Up][,] then [FP] or [BP] as the opponent attacks
10876
10877Adv_ChipDamage_Desc1="LESSON: BLOCK DAMAGE\nEven if an attack is [YEL]Blocked[CLR], it will still deal some damage to the\n[YEL]Blocking[CLR] character. While [YEL]Block Damage[CLR] from a single attack is small,\nmany [YEL]Blocked[CLR] attacks can add up to a significant amount of health."
10878Adv_ChipDamage_Desc2="Defeat the [YEL]Blocking[CLR] opponent with [YEL]Block Damage[CLR]."
10879Adv_ChipDamage1="Defeat the opponent using only Block Damage"
10880Adv_ChipDamage_Input1=Special Moves cause more Block Damage than Basic Attacks.
10881
10882Adv_KrushingBlow_Desc1="LESSON: KRUSHING BLOWS\nA [YEL]Krushing Blow[CLR] is a more powerful version of an attack that is caused by meeting\nspecific conditions when the attack hits. Each character has several moves that\ncan cause a [YEL]Krushing Blow[CLR], but each one can only be used once per match."
10883Adv_KrushingBlow_Desc2="Every character can perform a [YEL]Krushing Blow[CLR] with [Down][+][BP] if the\nattack interrupts an opponent that is performing a [YEL]High Attack[CLR]."
10884Adv_KrushingBlow_Desc3="Some [YEL]Krushing Blows[CLR] will change the properties of an attack.\nUnlike a normal [Down] [+] [BP], the [YEL]Krushing Blow[CLR] version of\nthis attack can launch the opponent for a [YEL]Juggle Kombo[CLR]."
10885Adv_KrushingBlow_Desc4="If a character has [YEL]Krushing Blow[CLR] on one of their [YEL]Throws[CLR], it will be\nactivated if the opponent performs an incorrect [YEL]Throw Escape[CLR]."
10886Adv_KrushingBlow_Desc5="For Example, [YEL]Kabal's Back Throw[CLR] can be correctly [YEL]Escaped[CLR] by pressing [FP] or [FK]\njust after the [YEL]Throw[CLR] connects. If Scorpion presses [BP] or [BK] during the [YEL]Throw Escape[CLR]\nwindow, Kabal will perform a [YEL]Krushing Blow[CLR] that deals addition damage."
10887Adv_KrushingBlow_Desc6="Most characters have a [YEL]Krushing Blow[CLR] that is activated when an attack\nor [YEL]Kombo Attack String[CLR] interrupts the opponent during an attack."
10888Adv_KrushingBlow_Desc7="Scorpion can perform a [YEL]Special Move Cancel[CLR] after [LBL]Falling Ashes[CLR] to start an\n[YEL]Extended Kombo[CLR] if the attack causes a [YEL]Krushing Blow[CLR]. [LBL]Falling Ashes[CLR] cannot\nbe [YEL]Special Move Canceled[CLR] if it does not cause a Krushing Blow."
10889Adv_KrushingBlow_Desc8="Some characters have [YEL]Krushing Blows[CLR] that are activated by more\nunique conditions. Scorpion's [YEL]Amplified Spear[CLR] will activate a\n[YEL]Krushing Blow[CLR] if the [YEL]Projectile[CLR] hits the opponent at long range."
10890Adv_KrushingBlow_Desc9="Since each [YEL]Krushing Blow[CLR] is limited to one use per match,\nyou may want to save one for a later [YEL]Round[CLR] during a close match."
10891Adv_KrushingBlow_Desc10="By default, a [YEL]Krushing Blow[CLR] will automatically activate if you meet its conditions.\nYou can change your [YEL]Controls[CLR] to require a button to be held for a [YEL]Krushing Blow[CLR]\nto activate, giving you more control over when your [YEL]Krushing Blows[CLR] will occur."
10892Adv_KrushingBlow_Desc11="You can press [Start] and select [YEL]Move List[CLR] to view your character's\nattacks to see which can activate a [YEL]Krushing Blow[CLR]."
10893
10894Adv_KrushingBlow_1="Duck under the opponent's High Attack and interrupt them with Rising Spear to perform a Krushing Blow."
10895Adv_KrushingBlow_2="Interrupt the opponent's High Attack with Rising Spear to start a Juggle Kombo with a Krushing Blow."
10896Adv_KrushingBlow_3="Kabal will perform a Krushing Blow if you attempt to Escape his Back Throw with an incorrect button."
10897Adv_KrushingBlow_4="Interrupt the opponent's attack with the Falling Ashes Kombo Attack String to perform a Krushing Blow."
10898Adv_KrushingBlow_5="Interrupt the opponent's attack with Falling Ashes to extend a Kombo with a Krushing Blow."
10899Adv_KrushingBlow_6="Hit the opponent at Long Range with an Amplified Spear to perform a Krushing Blow."
10900
10901Adv_KrushingBlow_Input1="Hold [Down], then interrupt the opponent's attack with [Down][+][BP]"
10902Adv_KrushingBlow_Input2="Interrupt the opponent's attack with [Down][+][BP][,] then "
10903Adv_KrushingBlow_Input3="Press [BP] or [BK] immediately after you have been hit by a Forward Throw."
10904Adv_KrushingBlow_Input4="Interrupt the opponent's attack with"
10905
10906Adv_Blocking_Desc1="LESSON: ADVANCED BLOCKING\nMany attacks will be too fast for you to correctly [YEL]Block[CLR]\nby reacting to your opponent's actions. To successfully defend,\nyou'll need to anticipate your opponent's most likely attacks."
10907Adv_Blocking_Desc2="If you're expecting an incoming attack, [YEL]Block[CLR] while\n[YEL]Ducking[CLR] to defend against [YEL]High[CLR], [YEL]Mid[CLR], and [YEL]Low Attacks[CLR].\nMost attacks fall into these three categories."
10908Adv_Blocking_Desc3="You won't be able to [YEL]Block[CLR] an [YEL]Overhead Attack[CLR] while\n[YEL]Ducking[CLR], but most [YEL]Overhead Attacks[CLR] are slow enough\nthat you can react and switch to a standing [YEL]Block[CLR]."
10909Adv_Blocking_Desc4="Your opponent will attempt to mix [YEL]Low[CLR] and [YEL]Overhead Attacks[CLR] to get past\nyour defense. Hold [Down] while [YEL]Blocking[CLR] to defend against faster [YEL]Low Attacks[CLR],\nbut be ready to stand when you see a slower [YEL]Overhead Attack[CLR] koming."
10910Adv_Blocking_Desc5="Watch out for sequences of attacks that mix [YEL]Low[CLR] and [YEL]Overhead Attacks[CLR].\nYou'll need to quickly switch between standing and [YEL]Ducking[CLR] to [YEL]Block[CLR] correctly."
10911
10912Adv_Blocking_1=Block while Ducking to defend against High, Mid, and Low Attacks.
10913Adv_Blocking_Input1="Hold [Down][+][R2]"
10914
10915Adv_Blocking_2=Block 5 Overhead or Low Attacks without Getting Hit
10916Adv_Blocking_Input2="Hold [Down][+][R2] for fast Low Attacks. Release [Down] to stand when you see an Overhead Attack."
10917
10918Adv_Blocking_3=Block the attack sequence with a mix of Overhead and Low Attacks
10919Adv_Blocking_Input3=Stand, Duck, then Stand while holding [R2]
10920
10921Adv_DashCancel_Desc1="LESSON: DASH CANCELING\nA [YEL]Dash[CLR] can be interrupted part way through by attacking or [YEL]Blocking[CLR].\nThis technique is known as [YEL]Dash Canceling[CLR]."
10922Adv_DashCancel_Desc2="[YEL]Canceling[CLR] a [YEL]Forward Dash[CLR] into an attack is a great way to\nsignificantly extend the attack's effective range. The later you\n[YEL]Cancel[CLR] the [YEL]Dash[CLR], the more range you'll add to the attack."
10923Adv_DashCancel_Desc3="[YEL]Canceling[CLR] a [YEL]Backward Dash[CLR] into an attack to quickly create space before attacking.\nThis can be used to evade an incoming attack, then quickly kounter attack."
10924Adv_DashCancel_Desc4="A [YEL]Forward Dash[CLR] can be [YEL]Canceled[CLR] into a [YEL]Forward Jump[CLR],\nbut not an [YEL]Upward[CLR] or [YEL]Backward Jump[CLR]."
10925Adv_DashCancel_Desc5="A [YEL]Backward Dash[CLR] can be [YEL]Canceled[CLR] into a [YEL]Backward Jump[CLR],\nbut not an [YEL]Upward[CLR] or [YEL]Foward Jump[CLR]."
10926
10927Adv_DashCancel_1=Dash Cancel a Forward Dash into an Attack
10928Adv_DashCancel_2=Dash Cancel a Forward Dash to extend the range of your attack
10929Adv_DashCancel_3=Dash Cancel a Backward Dash into an Attack
10930Adv_DashCancel_4=Dash Cancel a Forward Dash into a Forward Jump
10931Adv_DashCancel_5=Dash Cancel a Backward Dash into a Backward Jump
10932
10933Adv_PerfectBlock_Desc1="LESSON: FLAWLESS BLOCK\nIf you start [YEL]Blocking[CLR] at the exact moment that an\nopponent's attack connects, you'll perform a [YEL]Flawless Block[CLR]."
10934Adv_PerfectBlock_Desc2="A [YEL]Flawless Block[CLR] is difficult to execute, but will significantly reduce\nthe amount of [YEL]Block Damage[CLR] that you take from an attack."
10935Adv_PerfectBlock_Desc3="Now, perform a [YEL]Flawless Block[CLR] with proper timing. A "[YEL]Flawless Block[CLR]"\nmessage will appear when you've timed your [YEL]Block[CLR] correctly."
10936Adv_PerfectBlock_Desc4="There is a brief window after a [YEL]Flawless Block[CLR] in which\nyou will take reduced [YEL]Block Damage[CLR] from any additional attacks."
10937Adv_PerfectBlock_Desc5="The brief window for this defensive bonus will be extended if you [YEL]Block[CLR]\nmore attacks before it expires. This means you'll take reduce [YEL]Block Damage[CLR]\nfrom a sequence of rapid attacks if you [YEL]Flawless Block[CLR] the first hit."
10938
10939Adv_PerfectBlock_1=Flawless Block the opponent's attack
10940Adv_PerfectBlock_2=Flawless Block the opponent's Low Attack
10941Adv_PerfectBlock_3=Flawless Block the opponent's Overhead Attack
10942Adv_PerfectBlock_4=Flawless Block the first attack, then Normal Block the second attack
10943Adv_PerfectBlock_5=Flawless Block the first attack, then Normal Block the remaining attacks
10944
10945Adv_PerfectBlock_Input1=[R2] just as the incoming attack hits
10946Adv_PerfectBlock_Input1_then=[R2] just as the incoming attack hits, then
10947Adv_PerfectBlock_Input2=[Down][+][R2] just as the incoming attack hits
10948Adv_PerfectBlock_Input3=Press [R2] just as the first attack hits, then kontinue to hold [R2]
10949
10950Adv_WakeupAttack_Desc1="LESSON: GETUP\nYou're in a dangerous situation if your opponent [YEL]Knocks You Down[CLR],\nas they're free to move and start attacks until you get back up.\nFortunately, you have a few options to get back to your feet safely."
10951Adv_WakeupAttack_Desc2="A [YEL]Getup Attack[CLR] is a defensive move that can only be performed\nas your character is getting up after being [YEL]Knocked Down[CLR].\n[YEL]Getup Attacks[CLR] cost half of your [YEL]Offensive[CLR] and [YEL]Defensive Gauge[CLR]."
10952Adv_WakeupAttack_Desc3="A [YEL]Getup Attack[CLR] will start at the earliest possible moment after you get up,\nwhich can help you hit an opponent that's trying to attack as you stand."
10953Adv_WakeupAttack_Desc4="Now, perform a [YEL]Getup Attack[CLR] with proper timing. A [YEL]Getup[CLR] message\nwill appear when you input your [YEL]Getup Attack[CLR] at the correct time."
10954Adv_WakeupAttack_Desc5="[YEL]Getup Attacks[CLR] performed with [Up][+][FK] are briefly [YEL]Invulnerable[CLR] as the attack begins.\nUse this to hit an overly aggressive opponent that attacks as you get back up."
10955Adv_WakeupAttack_Desc6="[YEL]Getup Attacks[CLR] performed with [Up][+][BP] can launch the opponent for\na [YEL]Juggle Kombo[CLR]. While this [YEL]Getup Attack[CLR] cannot be hit by [YEL]Throws[CLR]\nand [YEL]Jumping Attacks[CLR], it is vulnerable to all other types of attacks."
10956
10957Adv_WakeupAttack_1=Execute a Getup Attack
10958Adv_WakeupAttack_Input1=while rising from a knockdown
10959
10960Adv_WakeupAttack_2=Execute an Invulnerable Getup Attack
10961Adv_WakeupAttack_3=Execute a Juggle Kombo after a Getup Attack
10962
10963Adv_WakeupRoll_Desc1="A [YEL]Getup Attack[CLR] can be risky, as you're vulnerable if you miss or the opponent\n[YEL]Blocks[CLR]. Instead of attacking, you can spend half of your [YEL]Defensive Gauge[CLR]\nto perform a [YEL]Getup Roll[CLR] as you get up to create space and evade attacks."
10964Adv_WakeupRoll_Desc2="You're [YEL]Invulnerable[CLR] to all attacks except [YEL]Throws[CLR] during the beginning of a\n[YEL]Getup Roll[CLR], though you are briefly vulnerable to attack as the roll ends."
10965Adv_WakeupRoll_Desc3="Use a [YEL]Backward Getup Roll[CLR] to evade an opponent\nthat attempts to attack as you get up."
10966Adv_WakeupRoll_Desc4="A [YEL]Forward Getup Roll[CLR] can switch sides with an opponent.\nThis is particularly effective when you're in the [YEL]Korner[CLR]\nand an opponent is attacking as you get up."
10967
10968Adv_WakeupRoll_1=Perform A Backward Getup Roll
10969Adv_WakeupRoll_2=Perform A Forward Getup Roll
10970Adv_WakeupRoll_3=Perform A Backward Getup Roll to evade an attack
10971Adv_WakeupRoll_4=Perform A Backward Getup Roll to evade an attack and switch sides
10972
10973Adv_WakeupRoll_Input1=[Away][+][L2] while rising from a knockdown
10974Adv_WakeupRoll_Input2=[Towards][+][L2] while rising from a knockdown
10975
10976Adv_DelayedWakeup_Desc1="Sometimes, waiting is the best option when you've been [YEL]Knocked Down[CLR].\nPerform a [YEL]Delayed Getup[CLR] to stay on the ground longer and\navoid well timed attacks from your opponent as you get up."
10977Adv_DelayedWakeup_Desc2="A [YEL]Delayed Getup[CLR] can throw off the timing of your opponent, but you\ncannot perform a [YEL]Getup Attack[CLR] or [YEL]Getup Roll[CLR] after a [YEL]Delayed Getup[CLR]."
10978Adv_DelayedWakeup_1=Execute a Delayed Getup
10979Adv_DelayedWakeup_1_Input=Hold [L2] After being knocked down
10980Adv_DelayedWakeup_2=Use a Delayed Getup to avoid the opponent's second attack
10981Adv_DelayedWakeup_3_Input="Hold [L2] After being knocked down, then Hold [R2] as you get up"
10982
10983Adv_Reversal_Desc1="LESSON: REVERSAL ATTACKS\nA [YEL]Reversal Attack[CLR] is a [YEL]Special Move[CLR] that's performed\nas soon as you recover from a [YEL]Blocked Attack[CLR]."
10984Adv_Reversal_Desc2="A [YEL]Reversal Attack[CLR] ensures that your next attack starts at\nthe earliest possible moment after you [YEL]Block[CLR], and can help\nyou gain the upper hand on an offensive opponent."
10985Adv_Reversal_Desc3="Now, perform a [YEL]Reversal Attack[CLR] with proper timing.\nA "[YEL]Reversal[CLR]" message will appear when you\ninput your [YEL]Special Move[CLR] at the correct time."
10986Adv_Reversal_Desc4="You can also perform a [YEL]Back Dash[CLR] as a [YEL]Reversal[CLR] to move away\nfrom your opponent immediately after you recover from a [YEL]Block[CLR]."
10987Adv_Reversal_Desc5="When [YEL]Blocking[CLR] a series of attacks, it's possible to interrupt your opponent\nbetween certain moves with a fast attack. [YEL]Reversal Attacks[CLR] make\nit much easier to correctly time a kounter attack in these situations."
10988
10989Adv_Reversal_1=Execute Electric Burst as a Reversal Attack
10990Adv_Reversal_2=Execute a Reversal Back Dash
10991Adv_Reversal_3=Execute Electric Burst as a Reversal Attack between your opponent's attacks
10992
10993Adv_Reversal_Input1=Block the opponent's attack, then
10994Adv_Reversal_Input2=immediately after Blocking
10995Adv_Reversal_Input3=Block the opponent's first attack, then
10996
10997Adv_Reversal_1_Pause=There is a brief window for a Reveral Attack after a Block
10998
10999Adv_BlockAttacks_Desc1="LESSON: FLAWLESS BLOCK ATTACKS\nAfter you [YEL]Flawless Block[CLR] an incoming attack, you can perform a\n[YEL]Flawless Block Attack[CLR] to immediately kounter attack your opponent."
11000Adv_BlockAttacks_Desc2="[YEL]Flawless Block Attacks[CLR] start sooner than any of your other attacks after performing\na [YEL]Flawless Block[CLR], but they cost half of your [YEL]Offensive[CLR] and [YEL]Defensive Gauge[CLR]."
11001Adv_BlockAttacks_Desc3="Now, perform a [YEL]Flawless Block Attack[CLR] with proper timing.\nA "[YEL]Block Attack[CLR]" message will appear when you've timed\nyour attack correctly after a [YEL]Flawless Block[CLR]."
11002Adv_BlockAttacks_Desc4="[YEL]Flawless Block Attacks[CLR] performed with [Up] [+] [FK] are briefly\n[YEL]Invulnerable[CLR] as the attack begins. Use this to interrupt a\nseries of rapid attacks after you perform a [YEL]Flawless Block[CLR]."
11003Adv_BlockAttacks_Desc5="[YEL]Flawless Block Attacks[CLR] performed with [Up] [+] [BP] lack [YEL]Invulnerability[CLR],\nbut launch the opponent for a [YEL]Juggle Kombo[CLR] on hit."
11004
11005Adv_BlockAttacks_1=Flawless Block, then Perform a Flawless Block Attack
11006Adv_BlockAttacks_2=Interrupt the opponent with a Flawless Block Attack
11007Adv_BlockAttacks_3=Execute a Juggle Kombo after a Flawless Block Attack
11008
11009Adv_Interacts_Desc1="LESSON: ADVANCED INTERACTION\n[YEL]Environment Interactions[CLR] can be modified with\nadditional inputs to change the behavior of the attack."
11010Adv_Interacts_Desc2="Most [YEL]Projectile Interactions[CLR] can be aimed downward by holding [Down]\nduring the start of the attack. This can help you hit an opponent\nthat may be missed by the [YEL]Projectile's[CLR] normal trajectory."
11011Adv_Interacts_Desc3="You can perform a [YEL]Wall Run[CLR] or [YEL]Sledgehammer Interaction[CLR] when\nyou are in the right [YEL]Korner[CLR] of the [LBL]Black Dragon Fight Club[CLR]."
11012Adv_Interacts_Desc4="Most [YEL]Wall Run Interactions[CLR] can be modified\nto perform an attack instead of an evasive jump."
11013Adv_Interacts_Desc5A="A normal [YEL]Environment Interaction[CLR] requires half of your [YEL]Defensive Gauge[CLR]\nto perform. You can spend half of your [YEL]Offensive Gauge[CLR] to [YEL]Amplify[CLR] any\n[YEL]Environment Interaction[CLR] to add [YEL]Armor[CLR] that can absorb an incoming attack."
11014Adv_Interacts_Desc5B="A normal [YEL]Environment Interaction[CLR] requires half of your [YEL]Defensive Gauge[CLR]\nto perform. You can spend all of your [YEL]Offensive Gauge[CLR] to [YEL]Amplify[CLR] any\n[YEL]Environment Interaction[CLR] to add [YEL]Armor[CLR] that can absorb an incoming attack."
11015Adv_Interacts_Desc6="An [YEL]Amplified Environment Interaction[CLR] is an expensive\noption. Be careful when absorbing attacks with [YEL]Armor[CLR],\nyou will still take damage from any attacks that hit you."
11016Adv_Interacts_Desc7="Each Stage has a wide range of unique [YEL]Environment Interactions[CLR].\nExperiment to learn how each of them behave so you can take\nadvantage of the right [YEL]Interaction[CLR] in the right moment."
11017
11018Adv_Interacts_1=Amplify the Chainsaw Interaction to Armor through the incoming attack
11019Adv_Interacts_2=Perform the Chainsaw Projectile Interaction
11020Adv_Interacts_3=Aim the Chainsaw Projectile Interaction downward
11021Adv_Interacts_4=Perform the Wall Run Interaction
11022Adv_Interacts_5=Perform the Sledgehammer Interaction
11023Adv_Interacts_6=Perform a Dive Kick during the Wall Run Interaction
11024
11025Adv_Interacts_Input0=[R1] or [FP][+][BP] when inside the Interaction Region
11026Adv_Interacts_Input1=[R1][,] Hold [Down]
11027Adv_Interacts_Input2=[R1][,] then [FK] Immediately
11028Adv_Interacts_Input3=[R1][+][Down]
11029Adv_Interacts_Input4=[R1][+][R2]
11030
11031Adv_AirEscapes_Desc1="LESSON: BREAKAWAY\nIf the opponent has you in a [YEL]Juggle Kombo[CLR],\nit's possible to escape using a [YEL]Breakaway[CLR]."
11032Adv_AirEscapes_Desc2="Now, perform a [YEL]Breakaway[CLR] with proper timing.\nExecute the input for the Breakaway just after your\ncharacter reaches the peak of their arc in the air."
11033Adv_AirEscapes_Desc3="Your character will fall faster and briefly gain [YEL]Armor[CLR] during a [YEL]Breakaway[CLR],\nmaking it much harder for your opponent to kontinue a [YEL]Juggle Kombo[CLR].\n[YEL]Breakaways[CLR] cost all of your [YEL]Defensive Gauge[CLR], so use them carefully."
11034
11035Adv_AirEscapes_1=Perform a Breakaway
11036Adv_AirEscapes_2=Perform a Breakaway after 3 hits of the opponent's Juggle Kombo
11037Adv_AirEscapes_Input1=[Down][+][R2] when launched into the airs
11038
11039Adv_AirEscapes_Hint="Tip: Perform the input for the Breakaway just after\nyour character reaches the peak of their arc in the air."
11040
11041Adv_CornerCombo_Desc1="LESSON: KORNER KOMBOS\nA [YEL]Korner Kombo[CLR] describes a [YEL]Kombo[CLR] that can only be performed\nwhen the victim's back is touching the [YEL]Korner of the Stage[CLR]."
11042Adv_CornerCombo_Desc2="Since the opponent cannot be pushed back by hits when their\nback is against [YEL]Korner[CLR], it's possible to [YEL]Kombo[CLR] with moves that\nwould otherwise miss. This is especially true with [YEL]Juggle Kombos[CLR]."
11043Adv_CornerCombo_Desc3="Whenever possible, take advantage of the [YEL]Korner[CLR] to\nmaximize your [YEL]Kombo[CLR] damage. Experiment in [YEL]Practice Mode[CLR]\nto find unique and powerful [YEL]Korner Kombos[CLR] with each character."
11044
11045Adv_CornerCombo_1=Perform the Korner Kombo
11046
11047Adv_DamageScaling_Desc1="LESSON: KOMBO LIMITATIONS\nThere are several systems that affect [YEL]Kombos[CLR] in [LBL]Mortal Kombat[CLR].\nSome systems limit the damage and length of a [YEL]Kombo[CLR],\nwhile others give you opportunities to extend a [YEL]Kombo[CLR]."
11048Adv_DamageScaling_Desc2="After the first hit in a [YEL]Kombo[CLR], each additional hit will deal slightly less damage.\nThis damage penalty will slowly grow as you add more hits to the [YEL]Kombo[CLR].\nThis is known as [YEL]Damage Scaling[CLR]."
11049Adv_DamageScaling_Desc3="Perform a [YEL]Kombo[CLR] repeating the same attack and\nobserve that damage decreases each time the move hits."
11050Adv_DamageScaling_Desc4="[YEL]Damage Scaling[CLR] means longer [YEL]Kombos[CLR] have diminishing returns as you add more hits.\nMaster shorter, easier to execute [YEL]Kombos[CLR] before moving on to long, challenging [YEL]Kombos[CLR]."
11051
11052Adv_DamageScaling_1="Perform the Kombo and observe that the opponent takes less damage when an attack is repeated"
11053
11054Adv_GravityScaling_Desc1="After the opponent has been launched for a [YEL]Juggle Kombo[CLR],\nthe opponent will fall slightly faster after each additional hit.\nThis is known as [YEL]Gravity Scaling[CLR]."
11055Adv_GravityScaling_Desc2="Perform a [YEL]Juggle Kombo[CLR] repeating the same attack and observe that\nthe opponent is launched lower into the air with each hit."
11056Adv_GravityScaling_Desc3="[YEL]Gravity Scaling[CLR] causes the opponent to\neventually fall out of any [YEL]Juggle Kombo[CLR]."
11057
11058Adv_GravityScaling_1=Perform the Juggle Kombo and observe how fast the opponent falls after each hit
11059
11060Adv_ExtendingCombos_Desc1="LESSON: EXTENDING KOMBOS\nEach character has attacks that allow them to extend [YEL]Kombos[CLR], typically at the\ncost of their [YEL]Offensive Gauge[CLR]. Try some of Raiden's [YEL]Kombo[CLR] extending attacks."
11061Adv_ExtendingCombos_Desc2="All [YEL]Kombo[CLR] extending attacks have some limit to how many times you can use\nthem in one [YEL]Kombo[CLR], either through [YEL]Gravity Scaling[CLR] or move specific limitations."
11062Adv_ExtendingCombos_Desc3="Observe that Raiden's [LBL]Jo Push[CLR] causes a different\nreaction when used twice in the same [YEL]Kombo[CLR]."
11063Adv_ExtendingCombos_Desc4="Learn the limitations of each of your [YEL]Kombo[CLR] extending\nmoves to discover more efficient, damaging [YEL]Kombos[CLR]."
11064
11065Adv_ExtendingCombos_1=Use an Amplified Special Move to Extend your Kombo
11066Adv_ExtendingCombos_2=Observe that Jo Push causes a different reaction when used twice in the same Kombo
11067
11068Adv_FrameData_Desc1="LESSON: INTRODUCTION TO FRAME DATA\nEvery attack can be broken down into three different parts: a [YEL]Beginning[CLR], a [YEL]Middle[CLR], and an [YEL]End[CLR].\n[YEL]Frame Data[CLR] is a way to measure the length of time that each part of an attack will last."
11069Adv_FrameData_Desc2="While [YEL]Frame Data[CLR] can be intimidating to newer players, it's easier\nto understand when you learn that a [YEL]Frame[CLR] is just a measurement of time.\nRemember: [YEL]60 Frames[CLR] = [YEL]1 Second[CLR]!"
11070
11071Adv_FrameData_Quest_Title1="Attacks with Short Start Up"
11072Adv_FrameData_Quest_Title2="Attacks with Long Start Up"
11073Adv_FrameData_Quest_Title3="Short Active Attacks"
11074Adv_FrameData_Quest_Title4="Long Active Attacks"
11075Adv_FrameData_Quest_Title5="Attacks with Short Recovery"
11076Adv_FrameData_Quest_Title6="Attacks with Long Recovery"
11077
11078Adv_FrameData_Startup_Desc1="The [YEL]Beginning[CLR] of an attack is known as its [YEL]Start Up[CLR], which describes\nthe amount of time (in [YEL]Frames[CLR]) before an attack can hit the opponent."
11079Adv_FrameData_Startup_Desc2="Perform 3 attacks that have a fast [YEL]Start Up[CLR] time.\nThe [YEL]Start Up[CLR] portion of each attack will be highlighted in [BLU]Blue[CLR]."
11080Adv_FrameData_Startup_Desc3="Now, perform 3 attacks that have a longer [YEL]Start Up[CLR] time.\nThe [YEL]Start Up[CLR] portion of each attack will be highlighted in [BLU]Blue[CLR]."
11081Adv_FrameData_Startup_Desc4="[YEL]Start Up[CLR] is one of the most significant attributes of any\nattack. In general, attacks with fast [YEL]Start Up[CLR] are effective\nbecause they're good at interrupting slower attacks."
11082
11083Adv_FrameData_Startup_1=[FP] takes 7 Frames to Start Up
11084Adv_FrameData_Startup_2=[Down][+][FP] takes 7 Frames to Start Up
11085Adv_FrameData_Startup_3=[BP] takes 9 Frames to Start Up
11086
11087Adv_FrameData_Startup_4=[Away][+][FK] takes 27 Frames to Start Up
11088Adv_FrameData_Startup_5=[Towards][+][BK] takes 16 Frames to Start Up
11089Adv_FrameData_Startup_6=[Down][Away][FK] takes 23 Frames to Start Up
11090
11091Adv_FrameData_Active_Desc1="The [YEL]Middle[CLR] of an attack is known as its [YEL]Active Frames[CLR], which describes\nthe period of time (in [YEL]Frames[CLR]) when the attack can hit the opponent."
11092Adv_FrameData_Active_Desc2="Perform 3 attacks that have a short [YEL]Active[CLR] time.\nThe [YEL]Active[CLR] portion of each attack will be highlighted in [RED]Red[CLR]."
11093Adv_FrameData_Active_Desc3="Now, perform 3 attacks that have a longer [YEL]Active[CLR] time.\nThe [YEL]Active[CLR] portion of each attack will be highlighted in [RED]Red[CLR]."
11094Adv_FrameData_Active_Desc4="Most attacks have short [YEL]Active Frames[CLR].\nAttacks with long [YEL]Active Frames[CLR] can be good\nat controlling space or hitting mobile opponents."
11095
11096Adv_FrameData_Active_1=[BP] is Active for 1 Frame
11097Adv_FrameData_Active_2=[FP] is Active for 2 Frames
11098Adv_FrameData_Active_3=[BK] is Active for 2 Frames
11099
11100Adv_FrameData_Active_4=[Away][+][FK] is Active for 3 Frames
11101Adv_FrameData_Active_5=[Down][+][BK] is Active for 3 Frames
11102Adv_FrameData_Active_6=[Down][+][BP] is Active for 4 Frames
11103
11104Adv_FrameData_Recovery_Desc1="The [YEL]End[CLR] of an attack is known as its [YEL]Recovery[CLR].\n[YEL]Recovery[CLR] is the period of time (in [YEL]Frames[CLR]) after an attack can hit the\nopponent, but before the character returns to neutral and can move again."
11105Adv_FrameData_Recovery_Desc2="Perform 3 attacks that have a short [YEL]Recovery[CLR] time.\nThe [YEL]Recovery[CLR] portion of each attack will be highlighted in [GRN]Green[CLR].\nNote that [YEL]Recovery Frames[CLR] can be different on hit, miss, or [YEL]Block[CLR]."
11106Adv_FrameData_Recovery_Desc3="Now, perform 3 attacks that have a longer [YEL]Recovery[CLR] time.\nThe [YEL]Recovery[CLR] portion of each attack will be highlighted in [GRN]Green[CLR]."
11107Adv_FrameData_Recovery_Desc4="Be careful when using attacks with longer [YEL]Recovery[CLR],\nas they leave you vulnerable if you miss."
11108Adv_FrameData_Recovery_Desc5="[YEL]Frame Data[CLR] is essential to learning the strengths and weaknesses\nof different attacks when kompeting at a high level. You can press [Start]\nand select [YEL]Move List[CLR] to view [YEL]Frame Data[CLR] for each of your moves."
11109
11110Adv_FrameData_Recovery_1=[BP] takes 13 Frames to Recover on Miss
11111Adv_FrameData_Recovery_2=[Down][+][FK] takes 14 Frames to Recover on Miss
11112Adv_FrameData_Recovery_3=[FP] takes 17 Frames to Recover on Miss
11113
11114Adv_FrameData_Recovery_4=[Away][+][BK] takes 23 Frames to Recover on Miss
11115Adv_FrameData_Recovery_5=[Away][+][FP] takes 29 Frames to Recover on Miss
11116Adv_FrameData_Recovery_6=[Away][+][BP] takes 41 Frames to Recover on Miss
11117
11118Adv_FrameData_Cancel_Desc1="The [YEL]Cancel Frame[CLR] is the end of the [YEL]Window[CLR] to input a [YEL]Special Move Cancel[CLR],\n[YEL]Meter Burn[CLR], or [YEL]Kombo Attack String[CLR]. Attacks with N/A under [YEL]Cancel[CLR]\nin their [YEL]Frame Data[CLR] cannot be [YEL]Canceled[CLR] or [YEL]Meter Burned[CLR]."
11119Adv_FrameData_Cancel_Desc2="Input the [YEL]Special Move Cancel[CLR] before the [YEL]Cancel Frame[CLR].\nThe [YEL]Cancel Window[CLR] will be highlighted in white."
11120
11121Adv_FrameData_HitAdv_Desc1="LESSON: HIT ADVANTAGE\n[YEL]Hit Advantage[CLR] compares the [YEL]Recovery[CLR] times\nof both players after an attack hits."
11122Adv_FrameData_HitAdv_Desc2="For example, if you hit an opponent with an attack that has a [YEL]Hit Advantage[CLR]\nof 9 [YEL]Frames[CLR], you can move 9 [YEL]Frames[CLR] before the opponent can."
11123Adv_FrameData_HitAdv_Desc3="Perform the following attacks with high [YEL]Hit Advantage[CLR],\nand observe how much earlier you recover than the opponent.\nThe [YEL]Recovery[CLR] of the faster character will be highlighted in [GRN]Green[CLR]."
11124Adv_FrameData_HitAdv_Desc4="Having "[YEL]Advantage[CLR]" after a hit gives you the upper hand for a short time,\nas you're free to move and attack while the opponent can only wait and [YEL]Block[CLR]."
11125Adv_FrameData_HitAdv_Desc5="Attacks that [YEL]Knock Down[CLR] the opponent are useful because they typically have\nmuch higher [YEL]Hit Advantage[CLR] than attacks that leave the opponent standing on hit."
11126
11127Adv_FrameData_HitAdv_1=Hit the opponent and observe how much earlier you recover
11128Adv_FrameData_HitAdv_2=Knock Down the opponent and observe how much earlier you recover
11129
11130Adv_FrameData_HitAdv_Input1=[FP] has 9 Frames of Advantage on Hit
11131Adv_FrameData_HitAdv_Input2=[BP] has 17 Frames of Advantage on Hit
11132Adv_FrameData_HitAdv_Input3=[BK] has 18 Frames of Advantage on Hit
11133Adv_FrameData_HitAdv_Input4=[Away][+][BK] has 26 Frames of Advantage on Hit
11134Adv_FrameData_HitAdv_Input5=[Away][+][FK] has 61 Frames of Advantage on Hit
11135
11136Adv_FrameData_BlockAdv_Desc1="LESSON: BLOCK ADVANTAGE\n[YEL]Block Advantage[CLR] is much like [YEL]Hit Advantage[CLR], comparing the\n[YEL]Recovery[CLR] times of both players after an attack is [YEL]Blocked[CLR].\nMost attacks have less [YEL]Advantage[CLR] on [YEL]Block[CLR] than hit."
11137Adv_FrameData_BlockAdv_Desc2="Perform the following attacks with high [YEL]Block Advantage[CLR],\nand observe how much earlier you recover than the opponent.\nThe [YEL]Recovery[CLR] of the faster character will be highlighted in [GRN]Green[CLR]."
11138Adv_FrameData_BlockAdv_Desc3="If an attack has a [YEL]Block Advantage[CLR] of 0, both characters will\nrecover at the same time. This is known as being "[YEL]Neutral[CLR]" on [YEL]Block[CLR]."
11139Adv_FrameData_BlockAdv_Desc4="If your attack has [YEL]Negative Block Advantage[CLR], the opponent will [YEL]Recover[CLR]\nbefore you do. This attack would have "[YEL]Frame Disadvantage[CLR]" on [YEL]Block[CLR],\ngiving your opponent the upper hand to move first."
11140Adv_FrameData_BlockAdv_Desc5="Several lessons will use [YEL]Frame Data[CLR] to examine\nthe strengths and risks of different types of attacks."
11141
11142Adv_FrameData_BlockAdv_1=Attack the Blocking opponent and observe how much earlier you recover
11143Adv_FrameData_BlockAdv_2=Attack the Blocking opponent and observe that you recover at the same time
11144Adv_FrameData_BlockAdv_3=Attack the Blocking opponent and observe how much later you recover
11145
11146Adv_FrameData_BlockAdv_Input1=[BP] has 3 Frames of Advantage on Block
11147Adv_FrameData_BlockAdv_Input2=[Away][+][FK] has 3 Frames of Advantage on Block
11148Adv_FrameData_BlockAdv_Input3=The last hit of [BP][,][FP][,][BP] Has 7 Frames of Advantage on Block
11149Adv_FrameData_BlockAdv_Input4=[FK] has 0 Frames of Advantage on Block
11150Adv_FrameData_BlockAdv_Input5=[Away][+][FP] has -14 Frames of Advantage on Block
11151Adv_FrameData_BlockAdv_Input6=[Down][Away][FK] has -20 Frames of Advantage on Block
11152
11153Str_ComboStarters_Desc1="LESSON: KOMBO STARTERS\nYour highest damage [YEL]Kombo[CLR] may not always be the best choice. Use a variety of\nattacks with different properties to build the right [YEL]Kombo[CLR] for the right situation."
11154Str_ComboStarters_Desc2="Your opponent will have a harder time [YEL]Blocking[CLR] if you use\na mix of [YEL]Low[CLR] and [YEL]Overhead Attacks[CLR]. Learn [YEL]Kombos[CLR] that start\nwith both types to increase the chance of successful hit."
11155Str_ComboStarters_Desc3="Vary your [YEL]Kombo Attack Strings[CLR] to force your opponent\nto [YEL]Block Low[CLR] or [YEL]Overhead[CLR] at different parts of a [YEL]Kombo[CLR]."
11156Str_ComboStarters_Desc4="Your fastest attacks may not be the most damaging [YEL]Kombo[CLR] starters,\nbut they can be great for interrupting slower attacks and [YEL]Punishing[CLR]\nan opponent's mistakes when they leave themselves open."
11157Str_ComboStarters_Desc5="You'll also want to learn [YEL]Kombos[CLR] that start with\nfar reaching attacks that can cover more space."
11158Str_ComboStarters_Desc6="Many characters have long range attacks that can [YEL]Stun[CLR] the opponent to start a\n[YEL]Kombo[CLR], such as Sub Zero's [LBL]Ice Ball[CLR]. Note that Increased [YEL]Damage Scaling[CLR] from\nthese types of attacks usually limits the total damage of a follow up [YEL]Kombo[CLR]."
11159
11160Str_ComboStarters_1=Perform a Kombo that starts with a Low Attack
11161Str_ComboStarters_2=Perform a Kombo that starts with an Overhead Attack
11162Str_ComboStarters_3=Add a Low Attack to a Kombo
11163Str_ComboStarters_4=Perform a Kombo with an Overhead and Low Attack
11164Str_ComboStarters_5="Perform a Kombo that starts with a fast attack:\nStraight Chop is a High Attack that Starts Up in 8 Frames."
11165Str_ComboStarters_6=Perform a Kombo that starts with a far reaching attack
11166Str_ComboStarters_7=Perform a Kombo that starts with a long range Stun attack
11167
11168Str_ComboEnders_Desc1="LESSON: KOMBO ENDERS\nPositioning can be more useful than maximizing damage. Try performing\n[YEL]Kombos[CLR] that move the opponent closer to the [YEL]Korner[CLR], where you can limit\nyour opponent's movement options or perform damaging [YEL]Korner Kombos[CLR]."
11169Str_ComboEnders_Desc2="You can take advantage of side switching attacks in a [YEL]Kombo[CLR]\nto place your opponent in a [YEL]Korner[CLR] that's behind you."
11170Str_ComboEnders_Desc3="You can put yourself in an advantageous position by ending a [YEL]Kombo[CLR]\nwith an attack that [YEL]Knock Down[CLR] the opponent for a long time. You'll be able\nto move and prepare your next attack as the opponent is waiting to get up."
11171Str_ComboEnders_Desc4="Some attacks that normally knock your opponent away can lead to a\nlong [YEL]Knockdown[CLR] that keeps you close to your opponent in the [YEL]Korner[CLR],\nplacing you in the perfect position to attack as they get up."
11172Str_ComboEnders_Desc5="End your [YEL]Kombo[CLR] with an attack that keeps your opponent close if you\nwant to attack your opponent with another [YEL]Kombo[CLR] as they get back up."
11173Str_ComboEnders_Desc6="End your [YEL]Kombo[CLR] with an attack that creates space\nbetween you and your opponent if you want to keep them\nat a distance and follow up with [YEL]Projectiles Attacks[CLR]."
11174
11175Str_ComboEnders_1=Perform the Kombo to put the opponent into the Korner
11176Str_ComboEnders_2=Perform the Side Switching Kombo to put the opponent into the Korner
11177Str_ComboEnders_3="Perform a Kombo that puts the opponent into a\nlong Knockdown, then Dash in before they get up."
11178Str_ComboEnders_4=Perform a Kombo that puts the opponent into a long Knockdown in the Korner
11179Str_ComboEnders_5=Perform a Kombo that keeps the opponent close
11180Str_ComboEnders_6=Perform a Kombo that pushes the opponent away
11181
11182
11183Str_Unsafe_Desc1="LESSON: UNSAFE ATTACKS\nAn attack's [YEL]Frame Data[CLR] can tell you if it's safe\nor risky to use in certain situations."
11184Str_Unsafe_Desc2="If the opponent [YEL]Blocks[CLR] one of your attacks and they are able to hit you\nbefore you [YEL]Recover[CLR] from that attack, then the attack is [YEL]Unsafe on Block[CLR]."
11185Str_Unsafe_Desc3="A skilled opponent will be able to consistently [YEL]Punish[CLR] you with a\nkounter attack if they [YEL]Block[CLR] an attack that is [YEL]Unsafe on Block[CLR]."
11186Str_Unsafe_Desc4="You can tell if an attack is [YEL]Unsafe on Block[CLR] if it has a high [YEL]Block Disadvantage[CLR]\n([YEL]Negative Block Adv[CLR]). Any of the opponent's attacks with a fast enough\n[YEL]Start Up[CLR] time will be able to hit your [YEL]Blocked[CLR] attack before it [YEL]Recovers[CLR]."
11187Str_Unsafe_Desc5="Be sure to know which of your character's attacks are [YEL]Unsafe on Block[CLR].\nAvoid recklessly using these attacks when your opponent is likely to [YEL]Block[CLR]."
11188Str_Unsafe_Desc6="[YEL]Unsafe Attacks[CLR] are generally best used in [YEL]Kombos[CLR], or for\ninterrupting an opponent that's committed to a movement or an attack."
11189
11190Str_Unsafe_1="Observe that Skarlet's Scythe Slam attack is Unsafe if it's Blocked"
11191Str_Unsafe_2="Observe that you can be Punished if an Unsafe Attack is Blocked:\nSkarlet's Reaching Whip attack has a Block Adv of -17"
11192Str_Unsafe_3="Observe that you can be Punished if an Unsafe Attack is Blocked:\nSkarlet's Blood Splatter Special Move has a Block Adv of -14"
11193Str_Unsafe_4="Observe that you can be Punished if an Unsafe Attack is Blocked:\nSkarlet's Spear Stab attack has a Block Adv of -12"
11194Str_Unsafe_5="Observe that you can be Punished if an Unsafe Attack is Blocked:\nSkarlet's Blood Tentacle Special Move has a Block Adv of -19"
11195
11196Str_Safe_Desc1="LESSON: SAFE ATTACKS\nIf the opponent [YEL]Blocks[CLR] one of your attacks, and they\nhave no attack that can hit you before you [YEL]Recover[CLR],\nthen your attack is considered [YEL]Safe on Block[CLR]."
11197Str_Safe_Desc2="An attack that has a [YEL]Block Advantage[CLR] of 0\nor more will always be [YEL]Safe on Block[CLR]."
11198Str_Safe_Desc3="Some attacks with [YEL]Block Disadvantage[CLR] ([YEL]Negative Block Adv[CLR]) can be [YEL]Safe on Block[CLR]. The\nopponent can move first after the attack is [YEL]Blocked[CLR], but you'll have enough time to [YEL]Block[CLR]\nany kounter attack that has a slower [YEL]Start Up[CLR] than your attack's [YEL]Block Disadvantage[CLR]."
11199Str_Safe_Desc4="For example, Sub Zero's [LBL]Sweep[CLR] has a [YEL]Block Adv[CLR] of -4, but Kano\ndoesn't have any attacks with a [YEL]Start Up[CLR] that's faster than 4 [YEL]Frames[CLR],\nso Sub Zero will always be able to [YEL]Block[CLR] a follow up attack from Kano."
11200Str_Safe_Desc5="It's better to use attacks that are [YEL]Safe on Block[CLR] if your opponent has\na good chance of [YEL]Blocking[CLR]. Be aware that an attack that is [YEL]Safe on Block[CLR]\ncan still be risky if you miss entirely, especially if it has a long [YEL]Recovery[CLR]."
11201Str_Safe_Desc6="Some attacks can have different [YEL]Block Advantage[CLR] depending on the\ndistance at which your opponent [YEL]Blocks[CLR] the attack. These types of attacks\ncan be [YEL]Safe on Block[CLR] at one distance, but [YEL]Unsafe on Block[CLR] at another."
11202
11203Str_Safe_1=Observe that Sub Zero's Roundhouse attack is Safe if it is Blocked.
11204Str_Safe_2="Block after the opponent Blocks your Safe Attack:\nSub Zero's Lin Kuei Kick attack has a Block Adv of 2."
11205Str_Safe_3="Block after the opponent Blocks your Safe Attack:\nSub Zero's Chilled Sweep attack has a Block Adv of -4."
11206Str_Safe_4="Block after the opponent Blocks your Safe Attack:\nSub Zero's Frosty Kombo Attack String has a Block Adv of -5."
11207Str_Safe_5=Sub Zero's Ice Ball Projectile is Unsafe on Block at Close Range.
11208Str_Safe_6=Sub Zero's Ice Ball Projectile is Safe on Block at Longer Range.
11209Str_Safe_7=Attack the Blocking Opponent, then Block their Reversal Attack
11210
11211Str_Punish_Desc1="LESSON: PUNISHING\nA [YEL]Punish[CLR] describes a kounter attack that can hit an\n[YEL]Unsafe[CLR] attack as it [YEL]Recovers[CLR]. If performed correctly, a proper\n[YEL]Punish[CLR] cannot be [YEL]Blocked[CLR] by the [YEL]Recovering[CLR] character."
11212Str_Punish_Desc2="Generally, attacks with longer [YEL]Recovery[CLR] can be [YEL]Punished[CLR]\nby attacks with faster [YEL]Start Up[CLR] when [YEL]Blocked[CLR]."
11213Str_Punish_Desc3="If the [YEL]Start Up Frames[CLR] of your attack are lower than the [YEL]Block Disadvantage[CLR]\n([YEL]Negative Block Adv[CLR]) of the opponent's attack, then you can always\n[YEL]Punish[CLR] the opponent if you're in range and you time your attack correctly."
11214Str_Punish_Desc4="You can tell if your kounter attack has successfully\n[YEL]Punished[CLR] an [YEL]Unsafe[CLR] move if a "[YEL]Punish[CLR]" message\nappears when you hit the opponent as they're [YEL]Recovering[CLR]."
11215Str_Punish_Desc5="Attacks with fast [YEL]Start Up[CLR] that can also start [YEL]Kombos[CLR] are often the best\nattacks to [YEL]Punish[CLR] your opponent. A [YEL]Punish[CLR] is one of your best opportunities\nto deal significant [YEL]Damage[CLR] to your opponent, so make the most of it!"
11216Str_Punish_Desc6="It's important to pay attention to spacing when [YEL]Punishing[CLR] an attack.\nSome of your opponent's [YEL]Unsafe[CLR] attacks can push you farther\nback on [YEL]Block[CLR], out of the reach of your fastest attacks."
11217Str_Punish_Desc7="In these cases, you can use an attack with longer\nrange to [YEL]Punish[CLR] an opponent that's farther away."
11218Str_Punish_Desc8="It can be difficult to time a [YEL]Punish[CLR] with a [YEL]Basic Attack[CLR] if its\n[YEL]Start Up[CLR] is barely fast enough to hit an [YEL]Unsafe Attack[CLR]."
11219Str_Punish_Desc9="A [YEL]Reversal Attack[CLR] can make [YEL]Punishing[CLR] easier in some situations,\nsince it always starts on the very first [YEL]Frame[CLR] that you [YEL]Recover[CLR]."
11220
11221Str_Punish_1="Block Skarlet's Unsafe attack, then Punish with your own attack."
11222Str_Punish_2="Sub Zero's Sweep (Start Up 12) can Punish Skarlet's Blood Splatter (Block Adv -14)."
11223Str_Punish_3="Block Skarlet's Unsafe Attack, then Punish with your own Kombo Attack."
11224Str_Punish_4="Block the Unsafe Attack, then Punish Skarlet with a far reaching attack."
11225Str_Punish_5="Punish Skarlet's Unsafe Attack with a Reversal Slide."
11226
11227Str_HitConfirm_Desc1="LESSON: HIT CONFIRMING\n[YEL]Hit Confirming[CLR] is a method to safely use\nan attack in a [YEL]Kombo[CLR] that is [YEL]Unsafe on Block[CLR]."
11228Str_HitConfirm_Desc2="First, start a [YEL]Kombo[CLR] with a [YEL]Kombo Attack String[CLR] that's [YEL]Safe on Block[CLR]."
11229Str_HitConfirm_Desc3="Once you've seen that the opponent has been [YEL]Hit[CLR] by the first\nattack in your [YEL]Kombo[CLR], you'll have enough time to react and\nadd an [YEL]Unsafe Attack[CLR] to extend your [YEL]Kombo[CLR] without risk."
11230Str_HitConfirm_Desc4="If the opponent [YEL]Blocks[CLR] the first attack in your [YEL]Kombo[CLR], you'll have\nenough time to react and end the [YEL]Kombo[CLR] early without the [YEL]Unsafe Attack[CLR],\nallowing you to [YEL]Block[CLR] a kounter attack from the opponent."
11231Str_HitConfirm_Desc5="Now, observe the opponent's behavior and only finish\nthe [YEL]Kombo[CLR] if he is hit by the first attack in your [YEL]Kombo[CLR]."
11232Str_HitConfirm_Desc6="[YEL]Hit Confirming[CLR] is crucial when kompeting with highly skilled opponents,\nas this technique gives you the benefits of using [YEL]Unsafe Attacks[CLR] in\n[YEL]Kombos[CLR] without the risk of the opponent [YEL]Punishing[CLR] a [YEL]Blocked Attack[CLR]."
11233
11234Adv_HitConfirm_1="Baraka's Mangled Kombo Attack is Safe on Block (Block Adv 1)"
11235Adv_HitConfirm_2="Extend your Kombo with an Unsafe Attack"
11236Adv_HitConfirm_3="End your Kombo early and Block the Opponent's Kounter Attack"
11237Adv_HitConfirm_4="The opponent will randomly Block and kounter attack.\nOnly Finish your Kombo if the Opponent is Hit."
11238Adv_HitConfirm_5="Perform 2 Attacks then Block if the opponent Blocks.\nFinish the Kombo if the Opponent is Hit."
11239Adv_HitConfirm_6="Perform 3 Attacks then Block if the opponent Blocks.\nFinish the Kombo if the Opponent is Hit."
11240
11241Str_WakeupOffense_Desc1="LESSON: GETUP OFFENSE\n[YEL]Getup[CLR] describes scenarios in which one player is getting up from a\n[YEL]Knockdown[CLR], while the other is standing and free to start an attack."
11242Str_WakeupOffense_Desc2="[YEL]Knocking Down[CLR] the opponent gives you control over the pace of the match.\nIt's important to know which of your attacks knock the opponent down the longest,\ngiving you more time to move in and attack before the opponent can get up again."
11243Str_WakeupOffense_Desc3="A longer [YEL]Knockdown[CLR] can give you a significant [YEL]Frame Advantage[CLR] as the opponent gets up.\nYou can use this head start to time your attacks to hit right after the opponent stands,\nconnecting well before the [YEL]Active Frames[CLR] of any of their attacks can start."
11244Str_WakeupOffense_Desc4="It's even possible to time your attack so its [YEL]Active Frames[CLR] hit the\nopponent on the very first frame after they get up. This is much\neasier to execute when your attack has more [YEL]Active Frames[CLR]."
11245Str_WakeupOffense_Desc5="A [YEL]Knockdown[CLR] is a great chance to force the opponent to deal with an [YEL]Overhead[CLR] /\n[YEL]Low Mix Up[CLR], especially if you can time your attacks to hit right after they get up."
11246Str_WakeupOffense_Desc6="If you're consistently timing your attacks to hit just as the opponent [YEL]Gets Up[CLR],\nyou can scare them into playing defensively and [YEL]Blocking[CLR]. If they [YEL]Block[CLR]\ntoo frequently, you have a perfect opportunity to attack with a [YEL]Throw[CLR]."
11247Str_WakeupOffense_Desc7="If you use a mix of well timed [YEL]Overhead Attacks[CLR], [YEL]Low Attacks[CLR], and [YEL]Throw[CLR]\neach time your opponent [YEL]Gets Up[CLR] from a [YEL]Knockdown[CLR], you can create a hard\nto predict guessing game where the odds are stacked in your favor."
11248Str_WakeupOffense_Desc8="One powerful tool available to your [YEL]Knocked Down[CLR] opponent is an\n[YEL]Invulnerable Getup Attack[CLR]. The opponent can use this to interrupt\nyour well timed offense if you attack too predictably as they [YEL]Getup[CLR]."
11249Str_WakeupOffense_Desc9="[YEL]Invulnerable Getup Attacks[CLR] are very effective at interrupting grounded attackers, but\nthey're less effective at hitting [YEL]Jumping[CLR] characters. Use a well timed [YEL]Jump[CLR] to evade the\nopponent's [YEL]Invulnerable Getup Attack[CLR], then [YEL]Punish[CLR] them with a [YEL]Jumping Attack[CLR]."
11250Str_WakeupOffense_Desc10="Your opponent may perform a [YEL]Launching Getup Attack[CLR] if they anticipates\nthat you will [YEL]Jump[CLR] as they [YEL]Get Up[CLR]. [YEL]Launching Getup Attacks[CLR] cannot be hit\nby [YEL]Jumping Attacks[CLR], but they are almost always [YEL]Unsafe on Block[CLR]."
11251Str_WakeupOffense_Desc10A="[YEL]Block[CLR] and [YEL]Punish[CLR] the opponent when you anticipate a risky\n[YEL]Launching Getup Attack[CLR]. Consistently [YEL]Punish Getup Attacks[CLR]\nto scare your opponent into avoiding these powerful option."
11252Str_WakeupOffense_Desc11="Your opponent can also [YEL]Backward Getup Roll[CLR] to gain temporary [YEL]Invulnerability[CLR] and\ncreate space when they [YEL]Getup[CLR]. You can use a well timed far reaching attack to chase down\nand hit the opponent if you predict they will perform a [YEL]Backward Getup Roll[CLR]."
11253Str_WakeupOffense_Desc12="Some [YEL]Attacks[CLR] or [YEL]Kombo Attack Stings[CLR] will carry you forward on hit\nor miss. When timed correctly, this can be an effective option to catch\nopponents that may or may not perform a [YEL]Backward Getup Roll[CLR]."
11254Str_WakeupOffense_Desc13="The opponent can also perform a [YEL]Forward Getup Roll[CLR], which can switch sides\nif you're trying to hit a [YEL]Backward Getup Roll[CLR] with an advancing attack."
11255Str_WakeupOffense_Desc14="If you anticipate a [YEL]Forward Getup Roll[CLR], you can hit your opponent with a\n[YEL]Throw[CLR] at any point during the [YEL]Roll[CLR]. Throws can also hit [YEL]Backwards Getup Rolls[CLR],\nthough the timing and spacing can be more difficult."
11256Str_WakeupOffense_Desc15="Your opponent can interfere with the timing of your attacks as they\n[YEL]Getup[CLR] by performing a [YEL]Delayed Getup[CLR]. Adjust the timing of your\nattacks to hit slightly later if you anticipate a [YEL]Delayed Getup[CLR]."
11257Str_WakeupOffense_Desc16="Some [YEL]Kombo Attack Strings[CLR] can be timed to hit as your opponent\nas they getup with normal timing or with [YEL]Delayed Getup[CLR]."
11258
11259Str_WakeupOffense_0="Knock down the opponent."
11260Str_WakeupOffense_1="Knock down the opponent, then Dash Forward before they get up."
11261Str_WakeupOffense_2="Knock down the opponent, then Dash Forward twice before they get up."
11262Str_WakeupOffense_3="Knock down the opponent, then hit them just after they Getup."
11263Str_WakeupOffense_4="Knock down the opponent, then hit them on the first Frame they Getup."
11264Str_WakeupOffense_5="Knock down the opponent, then hit them with a Low Attack just after they Getup."
11265Str_WakeupOffense_6="Knock down the opponent, then hit them with an Overhead Attack just after they Getup."
11266Str_WakeupOffense_7="Knock down the opponent, then Throw them just after they Getup."
11267Str_WakeupOffense_8="Knock down the opponent, then attempt to Hit the opponent\nduring the start of their Invulnerable Getup Attack."
11268Str_WakeupOffense_9A="Knock down the opponent, then Jump and Punish their Invulnerable Getup Attack."
11269Str_WakeupOffense_9B="Knock down the opponent, then Block\nand Punish their Launching Getup Attack."
11270Str_WakeupOffense_10="Knock down the opponent, then Hit them\nduring the recovery of their Backward Getup Roll."
11271Str_WakeupOffense_11="Knock down the opponent, then hit them with the first hit of Rising Cut just as they Getup."
11272Str_WakeupOffense_12="Knock down the opponent, then hit them with the second hit of Rising Cut just as they Getup."
11273Str_WakeupOffense_13="Knock down the opponent, then attempt to Hit the opponent\nduring the start of their Forward Getup Roll."
11274Str_WakeupOffense_14="Knock down the opponent, then Throw them during their Forward Getup Roll."
11275Str_WakeupOffense_15="Knock down the opponent, then hit them just after they perform a Delayed Getup."
11276Str_WakeupOffense_16="Knock down the opponent, then hit them with the first hit of The Killing just after Getup."
11277Str_WakeupOffense_17="Knock down the opponent, then hit them with the third hit of The Killing just after they perform a Delayed Getup."
11278
11279Str_WakeupDefense_Desc1="LESSON: GETUP DEFENSE\nIt can be difficult or impossible to react to all of your opponent's\npossible attacks when you're [YEL]Waking Up[CLR] from a [YEL]Knockdown[CLR], so you'll\nusually have to guess the best course of action to defend yourself."
11280Str_WakeupDefense_Desc2="The opponent has the advantage when you're [YEL]Waking Up[CLR] because\nthey can start their attacks before you can, so they can consistently interrupt\nyou during the [YEL]Start Up Frames[CLR] of your attack if they time theirs correctly."
11281Str_WakeupDefense_Desc3="Since the opponent can interrupt most of your attacks,\none of your best [YEL]Getup[CLR] options is to simply [YEL]Block[CLR]."
11282Str_WakeupDefense_Desc4="[YEL]Blocking[CLR] on [YEL]Getup[CLR] has its disadvantages. You'll take\nsome [YEL]Block Damage[CLR], and the opponent is free to [YEL]Mix Up\nOverhead[CLR] and [YEL]Low Attacks[CLR] to make [YEL]Blocking[CLR] more difficult."
11283Str_WakeupDefense_Desc5="The opponent can also [YEL]Throw[CLR] you as you [YEL]Getup[CLR], consistently beating\nyour attempt to [YEL]Block[CLR]. If you're confident the opponent will [YEL]Throw[CLR] as\nyou [YEL]Getup[CLR], [YEL]Quick Jump[CLR] and [YEL]Punish[CLR] them with a [YEL]Quick Jump Attack[CLR]."
11284Str_WakeupDefense_Desc5B="When getting up, you'll have more options when you have [YEL]OD Gauge[CLR] to spend.\nA [YEL]Launching Getup Attack[CLR] cannot be hit by [YEL]Throw Attacks[CLR], and will launch the\nopponent for a [YEL]Juggle Kombo[CLR] on hit. You will still be vulnerable to most other attacks."
11285Str_WakeupDefense_Desc6="You have other [YEL]Getup[CLR] options besides [YEL]Blocking[CLR] or [YEL]Jumping[CLR],\nbut each of them come with their own advantages and risks."
11286Str_WakeupDefense_Desc7="One alternative to [YEL]Blocking[CLR] is to spend [YEL]Defensive Gauge[CLR] on a\n[YEL]Backward Getup Roll[CLR], which can evade your opponent's attacks,\nthrow off their attack timing, and create some space as you get up."
11287Str_WakeupDefense_Desc8="Your character is [YEL]Invulnerable[CLR] to most attacks during the start of a [YEL]Backward Getup Roll[CLR].\nIt will always start on the earliest possible moment after you get up, avoiding\nmost attacks that are timed to hit you immediately after [YEL]Getup[CLR]."
11288Str_WakeupDefense_Desc9="Remember that the a [YEL]Backward Getup Roll[CLR] can be hit by [YEL]Throws[CLR] at any point,\nand it's briefly vulnerable to all attacks before it fully [YEL]Recovers[CLR]. Your opponent can still\nhit you with a well timed, far reaching attack if they predict that you'll [YEL]Roll Backwards[CLR]."
11289Str_WakeupDefense_Desc10="Be aware of your surroundings when using a [YEL]Backward Getup Roll[CLR].\nYou can't move backward when you're in a [YEL]Korner[CLR], making it easier for your\nopponent to [YEL]Throw[CLR] or hit you as you recover from a [YEL]Backwards Roll[CLR]."
11290Str_WakeupDefense_Desc11="A [YEL]Forward Getup Roll[CLR] is a riskier option than a [YEL]Backwards Roll[CLR] in\nmost cases since it advances toward your opponent, making it easier\nfor them to kounter with a [YEL]Throw[CLR] or hit you as the [YEL]Roll Recovers[CLR]."
11291Str_WakeupDefense_Desc12="A [YEL]Forward Getup Roll[CLR] can switch sides with a nearby opponent,\nso it becomes a more effective option if you're trapped in\nthe [YEL]Korner[CLR] and an opponent attacks as you [YEL]Getup[CLR]."
11292Str_WakeupDefense_Desc13="You can also use a [YEL]Forward Getup Roll[CLR] if your opponent\nanticipates that you'll perform a [YEL]Backward Getup Roll[CLR]\nand attempts to [YEL]Punish[CLR] it with an advancing attack."
11293Str_WakeupDefense_Desc14="Every character has a [YEL]Getup Attack[CLR] that is briefly [YEL]Invulnerable[CLR] to all attacks\nduring its [YEL]Start Up Frames[CLR]. This can be a very effective option if you have enough\n[YEL]Gauge[CLR] and you're confident the opponent will attack as you [YEL]Getup[CLR]."
11294Str_WakeupDefense_Desc15="[YEL]Invulnerable Getup Attacks[CLR] are [YEL]Unsafe on Block[CLR] in most situations,\nmaking them an extremely risky option against a skilled opponent.\nDon't use them too predictably!"
11295Str_WakeupDefense_Desc16="Even when you don't use it, your [YEL]Invulnerable Getup Attack[CLR] can have an\neffect on your opponent's behavior. They can't attack recklessly as you\n[YEL]Getup[CLR] without some risk of getting hit if you have enough [YEL]Gauge[CLR]."
11296Str_WakeupDefense_Desc17="If your opponent [YEL]Blocks[CLR] as you [YEL]Getup[CLR] because they\nanticipating that you will perform a [YEL]Getup Attack[CLR], you\nhave an opportunity to attack them with a [YEL]Throw[CLR] instead."
11297Str_WakeupDefense_Desc17B="Most [YEL]Invulnerable Getup Attacks[CLR] can be evaded by [YEL]Jumping[CLR],\nleaving you vulnerable to a [YEL]Punish[CLR] from a [YEL]Jumping Attack[CLR]."
11298Str_WakeupDefense_Desc17C="[YEL]Launching Getup Attacks[CLR] hit an area above your character and cannot\nbe hit by [YEL]Jumping Attacks[CLR]. Use this to option when an opponent\nattempts to evade an [YEL]Invulnerable Getup Attack[CLR] by [YEL]Jumping[CLR]."
11299Str_WakeupDefense_Desc18="A [YEL]Delayed Getup[CLR] is another effective option to throw off the opponent's\nattack timing as you [YEL]Getup[CLR]. You'll have to stay in the same positon until you\nget up, but it can't be [YEL]Punished[CLR] like [YEL]Getup Attacks[CLR] or [YEL]Getup Rolls[CLR]."
11300Str_WakeupDefense_Desc19="Remember that you can't perform a [YEL]Getup Roll[CLR] or a [YEL]Getup Attack[CLR]\nafter a [YEL]Delayed Getup[CLR], so you'll have less options to escape your opponent's\noffense if they anticipate your [YEL]Delayed Getup[CLR] and time their attack to hit later."
11301
11302Str_WakeupDefense_1="Attempt to attack with Straight Jab as soon as you Getup"
11303Str_WakeupDefense_2="Block the opponent's Attack as soon as you get up"
11304Str_WakeupDefense_3="Block the opponent's Kombo that starts with a Low Attack as soon as you Getup"
11305Str_WakeupDefense_4="Block the opponent's Kombo that starts with an Overhead Attack as soon as you Getup"
11306Str_WakeupDefense_5="Punish the opponent's Throw with a Quick Jump Attack as soon as you Getup"
11307Str_WakeupDefense_5B="Interrupt the opponent's Throw with a Launching Getup Attack as you Getup"
11308Str_WakeupDefense_6="Evade the opponent's Attacks with a Backwards Getup Roll"
11309Str_WakeupDefense_7="Attempt to evade the opponent's Attacks with a Backwards Getup Roll"
11310Str_WakeupDefense_8="Evade the opponent's Attacks and escape the Korner with a Forward Getup Roll"
11311Str_WakeupDefense_9="Evade the opponent's advancing Attacks with a Forward Getup Roll"
11312Str_WakeupDefense_10="Interrupt the attacking opponent with an Invulnerable Getup Attack as you Getup"
11313Str_WakeupDefense_11="Throw the Blocking opponent as soon as you Getup"
11314Str_WakeupDefense_12="Perform a Delayed Getup to avoid the opponent's follow up attack"
11315Str_WakeupDefense_13="Perform a Delayed Getup, then Block\nthe opponent's delayed follow up attack"
11316Str_WakeupDefense_14="Interrupt the opponent's Jumping Attack with a Launching Getup Attack as you Getup"
11317
11318Str_BlockPressure_Desc1="LESSON: BLOCK PRESSURE\n[YEL]Pressure[CLR] describes the tactic of attacking an opponent\nin a way that limits their options and forces them to stay on\nthe defense, usually through the use of [YEL]Frame Advantage[CLR]."
11319Str_BlockPressure_Desc2="One of the best ways to create [YEL]Pressure[CLR] is with [YEL]Block Advantage[CLR].\nSince your character is able to [YEL]Recover[CLR] first when you have\n[YEL]Block Advantage[CLR], the [YEL]Start Up[CLR] of your attacks can have a head start."
11320Str_BlockPressure_Desc3="For example, Jade's [LBL]Blazing Nitro Kick[CLR] ([YEL]Start Up[CLR] 12) is faster\nthan Baraka's [LBL]Leg Chop[CLR] ([YEL]Start Up[CLR] 14), but Baraka's slower attack\ncan consistently interrupt the faster attack if it's performed immediately\nafter Jade [YEL]Blocks[CLR] Baraka's [LBL]Big Leg[CLR] ([YEL]Block Adv[CLR] 4)."
11321Str_BlockPressure_Desc4="This technique becomes more effective and easier to execute\nwhen you use a faster attack after you have [YEL]Frame Advantage[CLR]."
11322Str_BlockPressure_Desc5="Follow [LBL]Big Leg[CLR] ([YEL]Block Adv[CLR] 4) with [LBL]Straight Shank[CLR] ([YEL]Start Up[CLR] 8).\nWhen timed correctly, the second attack will connect around 4\n[YEL]Frames[CLR] after Jade [YEL]Recovers[CLR] from [YEL]Blocking[CLR] the first attack."
11323Str_BlockPressure_Desc6="None of Jade's attacks can start faster than 4 [YEL]Frames[CLR], so any\nattempt to attack after [YEL]Blocking[CLR] will be consistently interrupted by\nyour second attack. This technique is known as a [YEL]Frame Trap[CLR]."
11324Str_BlockPressure_Desc7="[YEL]Frame Traps[CLR] are a highly effective way to force the opponent to [YEL]Block[CLR]\ninstead of attack. Once the opponent is afraid to attack, you can create\n[YEL]Pressure[CLR] by ending your [YEL]Frame Traps[CLR] with [YEL]Kombo Attack Strings[CLR]."
11325Str_BlockPressure_Desc8="Baraka's [LBL]Bloody Mess[CLR] has a [YEL]Block Adv[CLR] of 6, allowing for\na [YEL]Frame Trap[CLR] after a [YEL]Kombo Attack Strings[CLR]."
11326Str_BlockPressure_Desc9="Combine multiple [YEL]Frame Traps[CLR] into the same\nsequence of attacks to create extended [YEL]Block Pressure[CLR]."
11327Str_BlockPressure_Desc10="If you can scared your opponent into consistently [YEL]Blocking[CLR]\nwhen you perform a [YEL]Frame Trap[CLR], you have an opportunity\nto surprise your opponent with an [YEL]Unblockable Throw[CLR]."
11328Str_BlockPressure_Desc11="Experiment with different attacks to learn new [YEL]Frame Traps[CLR]. They are\neffective at controlling the pace of the match, dealing [YEL]Block Damage[CLR],\nand they can create opportunities to [YEL]Mix Up[CLR] the opponent."
11329
11330Str_BlockPressure_1="After Jade Blocks Big Leg,\nInterrupt her Blazing Nitro Kick with Leg Chop."
11331Str_BlockPressure_2="After Jade Blocks Big Leg,\nInterrupt her Blazing Nitro Kick with Straight Shank."
11332Str_BlockPressure_3="After Jade Blocks Big Leg,\nInterrupt her Blazing Nitro Kick."
11333Str_BlockPressure_4="Perform the Frame Trap against the Blocking opponent."
11334Str_BlockPressure_5="Throw Jade immediately after she Blocks Big Leg."
11335
11336Str_BlockPressure_Input1=", briefly step forward, then [L1] immediately after you Recover"
11337
11338
11339Str_HitPressure_Desc1="LESSON: HIT PRESSURE\nGenerally, when you finish an attack that hits the\nopponent and leaves them standing, they won't be able\nto do anything but [YEL]Block[CLR] until they've kompletely recovered."
11340Str_HitPressure_Desc2="This means that you can create a [YEL]Frame Trap[CLR] after attacks with [YEL]Hit Advantage[CLR] that\ndon't knock down. Perform [LBL]Knee Lunge[CLR] ([YEL]Start Up[CLR] 12) immediately after [LBL]Low Stab[CLR]\n([YEL]Hit Adv[CLR] 10) for a [YEL]Frame Trap[CLR] with a gap as small as 4 [YEL]Frames[CLR] between these attacks."
11341Str_HitPressure_Desc3="If your second attack has a [YEL]Start Up[CLR] that's faster than\nthe [YEL]Hit Advantage[CLR] of your first attack, your second\nattack can connect while the opponent is still [YEL]Recovering[CLR]."
11342Str_HitPressure_Desc4="For example, Baraka can force the opponent to [YEL]Block[CLR]\n[LBL]Spiked Cross[CLR] ([YEL]Start Up[CLR] 7) if he performs it\nimmediately after hitting with [LBL]Low Poke[CLR] ([YEL]Hit Adv[CLR] 14)."
11343Str_HitPressure_Desc5="This technique is known as [YEL]Jailing[CLR], since you're kompletely safe to attack\nand the opponent cannot perform any action except [YEL]Block[CLR]. Most characters can\nhit with [Down][+][FP] or [Down][+][FK] to [YEL]Jail[CLR] the opponent and create [YEL]Pressure[CLR]."
11344Str_HitPressure_Desc6="If you've [YEL]Jailed[CLR] your opponent and attack them with a [YEL]High Attack[CLR] before\nthey can fully [YEL]Recover[CLR], they won't be able to evade the attack by [YEL]Ducking[CLR]."
11345Str_HitPressure_Desc7="Baraka has [YEL]Kombo Attack Strings[CLR] like [LBL]Bloodthirsty[CLR] ([YEL]Hit Adv[CLR] 12)\nare useful for creating [YEL]Frame Traps[CLR] or [YEL]Jailing[CLR] the opponent."
11346Str_HitPressure_Desc8="After [YEL]Jailing[CLR] your opponent with a hit, follow up with attacks that have high\n[YEL]Block Advantage[CLR] to create additional [YEL]Frame Traps[CLR]. This kind of sustained [YEL]Pressure[CLR]\nis great for dealing [YEL]Block Damage[CLR] and keeping your opponent on the defense."
11347
11348Str_HitPressure_1="After Hitting with Low Stab (Hit Adv 10),\nPerform Knee Lunge (Start Up 12) immediately to create a Frame Trap."
11349Str_HitPressure_2="After Hitting with Low Poke (Hit Adv 14),\nPerform Spiked Cross (Start Up 7) immediately to Jail the opponent."
11350Str_HitPressure_3="After Hitting with Low Poke (Hit Adv 14),\nPerform Mangled (Start Up 7) immediately to Jail the opponent."
11351Str_HitPressure_4="After Hitting with Big Leg (Hit Adv 15),\nLeg Chop (Start Up 14) immediately to Jail the opponent."
11352Str_HitPressure_5="After Hitting with Low Poke (Hit Adv 11),\nPerform Splintered (Start Up 9) immediately to Jail the opponent."
11353Str_HitPressure_6="After Hitting with Foot Stomp (Hit Adv 14),\nPerform Bloody Mess (Start Up 7) immediately to Jail the opponent."
11354Str_HitPressure_7="After Hitting with Bloodthirsty (Hit Adv 12),\nPerform Low Shank (Start Up 8) immediately to Jail the opponent."
11355Str_HitPressure_8="After Hitting with Bloodthirsty (Hit Adv 12),\nKutting Loose (Start Up 14) immediately to create a Frame Trap."
11356Str_HitPressure_9="Hit with Low Poke (Hit Adv 14),\nthen immediately attack the Blocking Opponent."
11357Str_HitPressure_10="Hit with Foot Stomp (Hit Adv 14),\nthen immediately attack the Blocking Opponent."
11358
11359Str_PressureDef_Desc1="LESSON: PRESSURE DEFENSE\nWhen kompeting with a skilled opponent, you'll inevitably be in situations\nwhere the opponent has an advantage and is applying offensive [YEL]Pressure[CLR]."
11360Str_PressureDef_Desc2="There are several options to escape [YEL]Pressure[CLR], but\nyou'll need to know when and how to use each effectively."
11361Str_PressureDef_Desc3="If your opponent hits you with an attack that has enough\n[YEL]Hit Advantage[CLR] to [YEL]Jail[CLR] you, your only option is to [YEL]Block[CLR] until you fully [YEL]Recover[CLR]."
11362Str_PressureDef_Desc4="If you [YEL]Block[CLR] an attack that has [YEL]Block Advantage[CLR], it's very risky to attack\nafterward because the opponent can easily put you in a [YEL]Frame Trap[CLR] and\ninterrupt you with their faster attacks. Your safest option is usually to [YEL]Block[CLR]."
11363Str_PressureDef_Desc5="[YEL]Blocking[CLR] has its risks, though. You're potentially vulnerable to\n[YEL]Throws[CLR] and [YEL]Overhead[CLR] / [YEL]Low Mix Ups[CLR], and your opponent will\ngradually inflict [YEL]Block Damage[CLR] with each attack."
11364Str_PressureDef_Desc6="Watch for opportunities to escape when your opponent is applying [YEL]Block Pressure[CLR].\nWhen you see them perform an attack that has [YEL]Block Disadvantage[CLR], you have a\nchance to start your own offensive [YEL]Block Pressure[CLR] with one of your faster attacks."
11365Str_PressureDef_Desc7="If your opponent risks using an attack that's [YEL]Unsafe on Block[CLR], be sure to capitalize on\nthe opportunity to [YEL]Punish[CLR] with a [YEL]Kombo[CLR]. Consistently [YEL]Punishing Unsafe Attacks[CLR]\ncan scare your opponent into avoiding some of their most powerful tools."
11366Str_PressureDef_Desc8="There are some opportunities to attack when your opponent has [YEL]Frame Advantage[CLR],\nthough it can be risky unless your opponent is behaving predictably."
11367Str_PressureDef_Desc9="Watch to see if your opponent uses [YEL]High Attacks[CLR] to create a\n[YEL]Frame Trap[CLR]. You can [YEL]Duck[CLR] under their [YEL]High Attack[CLR] if you're not\n[YEL]Blocking[CLR] and interrupt them with a [YEL]Ducking Attack[CLR]."
11368Str_PressureDef_Desc10="Your opponent won't always perform a [YEL]Frame Trap[CLR] when they have [YEL]Block Advantage[CLR],\nthey may choose a slower attack to create an [YEL]Overhead[CLR] / [YEL]Low Mix Up[CLR]."
11369Str_PressureDef_Desc11="If you can predict your opponent will perform a slower attack\nwhen you're at a [YEL]Frame Disadvantage[CLR], you have a\nchance to interrupt them with one of your fastest attacks."
11370Str_PressureDef_Desc12="A [YEL]Flawless Block[CLR] can significantly reduce the [YEL]Block Damage[CLR] you take when the\nopponent is applying [YEL]Block Pressure[CLR]. You will kontinue to take reduced [YEL]Block Damage[CLR]\nafter a single [YEL]Flawless Block[CLR] if your opponent kontinues to rapidly attack."
11371Str_PressureDef_Desc13="When [YEL]Blocked[CLR], some [YEL]Kombo Attack Strings[CLR] have brief [YEL]Gaps[CLR] between the\nattacks, during which you [YEL]Recover[CLR] and have control of your character."
11372Str_PressureDef_Desc14="You can perform a [YEL]Flawless Block[CLR] during a [YEL]Kombo Attack String[CLR] if there's a long\nenough [YEL]Gap[CLR] between attacks. Performing a [YEL]Flawless Block[CLR] can be easier during a [YEL]String[CLR]\nsince the timing of the opponent's attacks is more consistent than a [YEL]Frame Trap[CLR]."
11373Str_PressureDef_Desc15="If you can [YEL]Flawless Block[CLR] the first attack in a [YEL]Kombo Attack String[CLR]\nafter a [YEL]Frame Trap[CLR], you can perform an [YEL]Invulnerable Block Attack[CLR]\nby inputting [Up][+][FK] to interrupt the opponent's [YEL]Block Pressure[CLR]."
11374Str_PressureDef_Desc16="Input [Up][+][BP] after a [YEL]Flawless Block[CLR] to perform a [YEL]Block Attack[CLR] that lacks\n[YEL]Invulnerability[CLR] but can start a [YEL]Juggle Kombo[CLR]. You can use this to interrupt your\nopponent during their [YEL]Block Pressure[CLR] if there's a big enough [YEL]Gap[CLR] between attacks."
11375Str_PressureDef_Desc17="If you're low on [YEL]Health[CLR], you can perform a [YEL]Fatal Blow[CLR] when your opponent is on the\noffense. A [YEL]Fatal Blow[CLR] has [YEL]Armor[CLR] that can absorb attacks during its [YEL]Start Up Frames[CLR],\nwhich can push through an opponent's [YEL]Frame Trap[CLR] when used as a [YEL]Reversal[CLR]."
11376Str_PressureDef_Desc18="A [YEL]Fatal Blow[CLR] has [YEL]Armor[CLR] that can absorb attacks during its [YEL]Start Up Frames[CLR],\nwhich can push through an opponent's [YEL]Frame Trap[CLR] when used as a [YEL]Reversal[CLR]."
11377Str_PressureDef_Desc19="A [YEL]Fatal Blow[CLR] can armor through small [YEL]Gaps[CLR] when [YEL]Blocking[CLR] some [YEL]Kombo Attack String[CLR].\nUse your [YEL]Fatal Blow[CLR] carefully, it's a wasteful option if the attack fails to hit and you\nwill still take damage from any incoming attacks that hit while you have [YEL]Armor[CLR]."
11378Str_PressureDef_Desc20="The foundation of an effective defense against [YEL]Pressure[CLR] is knowledge\nof the strengths and weaknesses of your opponent's attacks."
11379Str_PressureDef_Desc21="Even if you don't know the exact [YEL]Frame Data[CLR] for each of your opponent's attacks,\nit helps to learn which of their common attacks have [YEL]Block Advantage[CLR], which have\n[YEL]Block Disadvantage[CLR], which are [YEL]Unsafe on Block[CLR], and which can [YEL]Jail on Hit[CLR]."
11380
11381Str_PressureDef_1="Block after you're hit and Jailed by\nBaraka's Big Leg (Hit Adv 15)"
11382Str_PressureDef_2="Block all attacks"
11383Str_PressureDef_3="Block the Frame Trap, then attack the\nBlocking opponent after he finishes Doom Kicks (Block Adv -7)"
11384Str_PressureDef_4="Block the opponent's Frame Trap,\nthen Punish Blade Spark (Block Adv -18)"
11385Str_PressureDef_5="Block the start of the opponent's Frame Trap, then\ninterrupt Spiked Cross (High Attack) with a Ducking Attack"
11386Str_PressureDef_6="Block the first Kombo Attack String, then\ninterrupt Lunging Blades (Start Up 28) with a fast Attack"
11387Str_PressureDef_7="Flawless Block the third attack of the opponent's Frame Trap"
11388Str_PressureDef_8="Flawless Block the third attack of the opponent's Kombo Attack String"
11389Str_PressureDef_9="Flawless Block the third attack of the opponent's Frame Trap,\nthen interrupt them with an Invulnerable Block Attack"
11390Str_PressureDef_10="Flawless Block the third attack of the opponent's Kombo Attack String,\nthen interrupt them with a Launching Block Attack"
11391Str_PressureDef_11="Block the start of the opponent's Frame Trap, then\ninterrupt their third attack with a Reversal Fatal Blow"
11392Str_PressureDef_12="Interrupt the opponent with a Reversal Fatal Blow\nduring a Gap in their Kombo Attack String"
11393
11394Str_PressureDef_Input1="Block after getting hit once."
11395Str_PressureDef_Input2="Block all attacks."
11396Str_PressureDef_Input3="Block five hits, then [FP][,][BP][,][BK] immediately after you Recover."
11397Str_PressureDef_Input4="Block five hits, then [BK][,][BK] immediately after you Recover."
11398Str_PressureDef_Input5="Block two hits, then [Down][+][FP] immediately after you Recover."
11399Str_PressureDef_Input6="Block three hits, then [Down][+][BP] immediately after you Recover."
11400Str_PressureDef_Input7="Block two hits, then Press [R2] just as the third attack connects, then kontinue to Block."
11401Str_PressureDef_Input8="Block two hits, [R2] just as the third attack connects, [Up][+][FK] immediately."
11402Str_PressureDef_Input9="Block two hits, [R2] just as the third attack connects, [Up][+][BP] immediately."
11403Str_PressureDef_Input10="Block two hits, then [L2][+][R2] just as you Recover."
11404
11405Str_Zoning_Desc1="LESSON: ZONING\n[YEL]Zoning[CLR] describes the strategy of keeping the opponent at a specific range in which\nyou have the advantage, limiting their options and controlling the pace of the match.\nThis typically involves keeping the opponent at long range with [YEL]Projectile Attacks[CLR]."
11406Str_Zoning_Desc2="The foundation of your [YEL]Zoning[CLR] game will be your\n[YEL]Projectile Special Moves[CLR]. [LBL]Lightning Bolt[CLR] is a good attack for [YEL]Zoning[CLR]\nsince it travels at high speed and is [YEL]Safe on Block[CLR] at most ranges."
11407Str_Zoning_Desc3="The opponent must take an action like [YEL]Duck[CLR], [YEL]Block[CLR], or [YEL]Jump[CLR]\nto deal with a [YEL]Projectile Attack[CLR], preventing them from freely\nwalking forward and helping you control the pace of the match."
11408Str_Zoning_Desc4="Learn to time your [YEL]Projectile Attacks[CLR] to fire them as quickly as possible,\ncreating an obstacle course of attacks for your opponent to deal with."
11409Str_Zoning_Desc5="Several [YEL]Blocked Projectiles[CLR] can be more effective than a\nsuccessful hit. Each [YEL]Blocked Special Move[CLR] deals a meaningful\namount of [YEL]Block Damage[CLR] and pushes the opponent back slightly."
11410Str_Zoning_Desc6="Most [YEL]Projectile Attacks[CLR] are [YEL]High Attacks[CLR], so your opponent can [YEL]Duck[CLR] to avoid them\nwithout taking damage. If you throw your [YEL]Projectiles[CLR] too predictably, the opponent\ncan easily [YEL]Duck[CLR] and walk forward to evade your attacks and safely close distance."
11411Str_Zoning_Desc7="Adjust the timing and frequency of your [YEL]Projectiles[CLR] as\nthe opponent advances to make them more difficult to predict."
11412Str_Zoning_Desc8="The opponent can also evade [YEL]Projectiles[CLR] by [YEL]Jumping[CLR] over\nthem. While this can be effective, it's also risky since\nthey're committing to the [YEL]Jump[CLR] for a period and can't [YEL]Block[CLR]."
11413Str_Zoning_Desc9="Adjust the timing of your [LBL]Lightning Bolt[CLR] to\nhit the opponent out of the air as they land."
11414Str_Zoning_Desc10="If you anticipate that the opponent will commit to a [YEL]Jump[CLR], you can use an [YEL]Anti Air[CLR]\nattack to hit them out of the air more easily. This can be risky if you guess wrong,\nsince the opponent can advance more easily or hit you with their own attack."
11415Str_Zoning_Desc11="You'll need to maintain distance to keep your [YEL]Zoning[CLR] game going.\n[YEL]Walking[CLR], [YEL]Jumping[CLR], or [YEL]Dashing[CLR] backward while throwing [YEL]Projectiles[CLR] can\nbe good ways to create space if you have plenty of room behind you."
11416Str_Zoning_Desc12="The space behind you is a valuable but limited resource when\n[YEL]Zoning[CLR]. Retreat too frequently and you can put yourself in\nthe [YEL]Korner[CLR] where your opponent can easily close in."
11417Str_Zoning_Desc13="Before you get close to the [YEL]Korner[CLR], look for opportunities to\nswitch sides with the opponent, giving yourself more room to retreat.\nA [YEL]Kombo[CLR] can give you a safe opportunity to switch sides."
11418Str_Zoning_Desc14="When [YEL]Zoning[CLR], be aware of all the long range tools available to your character.\nMixing a variety of attacks makes them more difficult for your opponent to\nevade without taking damage from hits or [YEL]Blocking[CLR]."
11419Str_Zoning_Desc15="Raiden can [YEL]Knockdown[CLR] and push back his opponent by [YEL]Amplifying[CLR] his\n[LBL]Lightning Bolt[CLR]. A [YEL]Knockdown[CLR] is very effective when [YEL]Zoning[CLR] since it prevents your\nopponent from moving for a time, giving you a chance to create more space."
11420Str_Zoning_Desc16="[YEL]Amplify[CLR] [LBL]Lightning Bolt[CLR] for a [YEL]Mid Attack[CLR] that can't be evaded by [YEL]Ducking[CLR].\nEven when [YEL]Blocked[CLR], it causes good [YEL]Block Damage[CLR], pushes back the opponent,\nand it has more [YEL]Block Advantage[CLR] to give you time to retreat or [YEL]Block[CLR]."
11421Str_Zoning_Desc17="[LBL]Electric Current[CLR] is slower than Raiden's [LBL]Lightning Bolt[CLR] [YEL]Projectile[CLR],\nbut is a [YEL]Low Attack[CLR] that can only be evaded by [YEL]Jumping[CLR]."
11422Str_Zoning_Desc18="[LBL]Lightning Strike[CLR] is an attack that must be aimed to hit an opponent at different\ndistances. While this attack does not cover the same horizontal space as a\ntraditional [YEL]Projectile[CLR], it's a [YEL]Mid Attack[CLR] that cannot be evading by [YEL]Ducking[CLR]."
11423Str_Zoning_Desc19="Many characters have attacks that are particularly\neffective at kountering [YEL]Zoning[CLR], like Scorpion's [LBL]Hell Port[CLR].\nBe careful of these types attacks when throwing [YEL]Projectiles[CLR]."
11424Str_Zoning_Desc20="While effective against [YEL]Projectiles[CLR], Scorpion's [LBL]Hell Port[CLR]\nis [YEL]Unsafe on Block[CLR]. Consistently [YEL]Block[CLR] and [YEL]Punish Projectile[CLR] \nkountering attacks to scare your opponent into avoiding them."
11425
11426Str_Zoning_1=Perform a Projectile Attack.
11427Str_Zoning_2="Execute 3 Lightning Bolt Projectiles times as quickly as possible."
11428Str_Zoning_3="Fire four Projectiles at the Blocking\nopponent and observe the total Block Damage."
11429Str_Zoning_4="Hit the opponent with a Projectile when they walk forward."
11430Str_Zoning_5="Hit the opponent with a Projectile as they land."
11431Str_Zoning_6="Hit the opponent out of the air with Summon Lightning."
11432Str_Zoning_7="Hit the opponent out of the air with a Jumping Attack."
11433Str_Zoning_8="Quickly Dash Backward between throwing Projectile Attacks."
11434Str_Zoning_9="Perform the side switching Jump Attack Kombo to get out of the Korner."
11435Str_Zoning_9B="Switch Sides using Sparkport after a Kombo to get out of the Korner."
11436Str_Zoning_10="Amplify Lightning Bolt."
11437Str_Zoning_11="Perform an Amplified Lightning Bolt against a Blocking opponent, then Dash Backwards."
11438Str_Zoning_12="Perform Electric Current for a Low Projectile."
11439Str_Zoning_13="Perform Lightning Strike for a Mid Projectile."
11440Str_Zoning_14="Attempt to hit Scorpion with a Lightning Bolt when he performs Hell Port"
11441Str_Zoning_15="Block and Punish Hell Port with a Kombo."
11442
11443Str_Zoning_Input2="Execute [Away][Towards][FP] 3 times quickly."
11444
11445Str_CounterZoning_Desc1="LESSON: FIGHTING ZONERS\nCertain characters excel at long range kombat and [YEL]Zoning[CLR]. These kinds of\nopponents will attempt to keep you at a distance to maintain an advantage,\nbut you have several options to close the gap and gain the upper hand."
11446Str_CounterZoning_Desc2="Though necessary at times, you'll want to minimize\nthe number of [YEL]Projectile[CLR] attacks that you [YEL]Block[CLR]."
11447Str_CounterZoning_Desc3="Each [YEL]Blocked Projectile[CLR] deals a meaningful amount of [YEL]Block Damage[CLR]\nand pushes you back slightly to keep you at a distance. Several\n[YEL]Blocked Projectiles[CLR] can be just as effective as a successful hit."
11448Str_CounterZoning_Desc4="Instead of [YEL]Blocking[CLR], do your best to evade the opponent's attacks at range.\nMost [YEL]Projectile Attacks[CLR] are [YEL]High Attacks[CLR], which means you can\nsafely [YEL]Duck[CLR] without [YEL]Blocking[CLR] to avoid them without taking any damage."
11449Str_CounterZoning_Desc5="Typically your most reliable way to approach a [YEL]Zoning[CLR] opponent is\nto [YEL]Duck[CLR] under their [YEL]High Projectiles[CLR], then patiently walk forward."
11450Str_CounterZoning_Desc6="You can also jump over most [YEL]Projectiles[CLR], giving you an option\nto approach while avoiding the attack at the same time."
11451Str_CounterZoning_Desc7="Don't jump over [YEL]Projectiles[CLR] too predictably, as you can't [YEL]Block[CLR] while [YEL]Jumping[CLR]. The\nopponent can adjust the timing of [YEL]Projectiles[CLR] to hit you as you're landing, and some\ncharacters have airborne [YEL]Projectile Attacks[CLR] that can easily hit a poorly timed jump."
11452Str_CounterZoning_Desc8="Watch for [YEL]Projectiles[CLR] that are [YEL]Mid[CLR] or [YEL]Low Attacks[CLR] that can't be\n[YEL]Ducked[CLR] under. These attacks must be [YEL]Blocked[CLR] or evaded by [YEL]Jumping[CLR]."
11453Str_CounterZoning_Desc9="Be aware of the weaknesses of your opponent's [YEL]Mid[CLR] and\n[YEL]Low Projectile Attacks[CLR]. Most cost [YEL]Gauge[CLR] to perform, or have longer\n[YEL]Start Up[CLR] or [YEL]Recovery[CLR] periods that make them risky to use frequently."
11454Str_CounterZoning_Desc10="Liu Kang's [LBL]Low Fireball[CLR] has a slower [YEL]Start Up[CLR] and\n[YEL]Recovery[CLR] than his [LBL]Fireball[CLR], giving you more time to [YEL]Jump[CLR]\nover the [YEL]Low Projectile[CLR], then [YEL]Duck[CLR] a second [YEL]High Projectile[CLR]."
11455Str_CounterZoning_Desc11="You can also use a well timed [YEL]Quick Jump[CLR] to evade a [YEL]Low Projectiles[CLR]. You can't\nadvance during a [YEL]Quick Jump[CLR] but you'll recover earlier than a normal [YEL]Jump[CLR], giving\nyou more time to [YEL]Walk[CLR] or [YEL]Dash Forward[CLR] before your opponent starts their next attack."
11456Str_CounterZoning_Desc12="Some attacks such as Sub Zero's [LBL]Slide[CLR] let you advance while [YEL]Ducking[CLR]\nunder [YEL]High Projectiles[CLR]. While this attack is vulnerable if [YEL]Blocked[CLR], it can be\neffective if your opponent is using [YEL]High Projectiles[CLR] too predictably."
11457Str_CounterZoning_Desc13="Once you've closed in on a [YEL]Zoning[CLR] opponent, watch for opportunities\nto [YEL]Duck[CLR] and [YEL]Punish[CLR] their [YEL]Projectile[CLR] with a far reaching attack."
11458Str_CounterZoning_Desc14="A [YEL]Jump In Attack[CLR] can also be a good option if the\nopponent commits to a [YEL]Projectile[CLR] attack when too close."
11459Str_CounterZoning_Desc15="Most [YEL]Zoners[CLR] will try to retreat to maintain their ideal kombat distance.\nYou can use this to your advantage by slowly backing them into a [YEL]Korner[CLR].\nA [YEL]Kornered[CLR] opponent has no more room to back up and keep you at a distance."
11460Str_CounterZoning_Desc16="You'll inevitably take some hits from a [YEL]Zoning[CLR] opponent. Do your best to not\nget frustrated when this happens. Play patiently, focus on avoiding more damage,\nand wait for opportunities to move into a range where you can fight back."
11461Str_CounterZoning_Desc17="If you're [YEL]Knocked Down[CLR] by a [YEL]Zoner[CLR], you can use a [YEL]Forward Getup Roll[CLR]\nto regain some ground. You'll be [YEL]Invulnerable[CLR] to all incoming\nattacks except [YEL]Throws[CLR] during the beginning of the [YEL]Getup Rolls[CLR]."
11462Str_CounterZoning_Desc18="Remember that you're briefly vulnerable to attack at the end of a [YEL]Getup Roll[CLR]. If the\nopponent predicts your [YEL]Getup Roll[CLR], they can [YEL]Punish[CLR] you with a well timed attack."
11463Str_CounterZoning_Desc19="When two characters perform [YEL]Projectile Attacks[CLR] at the same time,\nthey will usually [YEL]Trade[CLR] hits and both characters will take damage.\nThese types of [YEL]Trades[CLR] typically favor the character with the most health."
11464Str_CounterZoning_Desc20="You can use [YEL]Trades[CLR] to your advantage if your character has a [YEL]Projectile[CLR] that\ncan start a [YEL]Kombo[CLR] after a [YEL]Trade[CLR]. You may take some damage from the incoming\n[YEL]Projectile[CLR], but you can deal significantly more damage to your opponent."
11465
11466Str_CounterZoning_1="Block 3 Projectile Attacks and observe the total Block Damage you receive."
11467Str_CounterZoning_2="Duck to evade the opponent's Projectile Attack."
11468Str_CounterZoning_3="Walk forward while ducking under the opponent's Projectile attacks."
11469Str_CounterZoning_4="Jump to evade the opponent's Projectile Attack."
11470Str_CounterZoning_5="Block the Low Projectile Attack."
11471Str_CounterZoning_6="Jump to evade the opponent's Low Projectile Attack."
11472Str_CounterZoning_7="Forward Jump the Low Projectile Attack, then Duck under the High Projectile Attack"
11473Str_CounterZoning_8="Quick Jump over the Low Projectile Attack, Dash Forward, then Duck under the High Projectile Attack"
11474Str_CounterZoning_9="Perform a Slide to attack while Ducking under the High Projectile Attack"
11475Str_CounterZoning_10="Duck under the High Projectile Attack, then Punish with a far reaching attack."
11476Str_CounterZoning_11="Jump over the Projectile Attack\nand Punish with a Jump Attack Kombo"
11477Str_CounterZoning_12="Walk forward while ducking under the Projectile\nattacks to back the opponent into the Korner."
11478Str_CounterZoning_13="Use a Forward Getup Roll after being Knocked Down to close in on your opponent."
11479Str_CounterZoning_14="Executing a Kombo after Trading Hits using Ice Ball"
11480
11481Str_CounterZoning_Input1="[Towards], then [Down] under Projectiles."
11482
11483Str_Neutral_Desc1="LESSON: GROUNDED NEUTRAL\nThe [YEL]Neutral Game[CLR] describes scenarios where no player has an\nimmediate advantage, and both players are free to attack, [YEL]Block[CLR], or move."
11484Str_Neutral_Desc2="When playing the [YEL]Neutral Game[CLR], your goal is to land successful\nattacks while avoiding your opponent's, and put yourself in a situation\nwhere you have a positional advantage or [YEL]Frame Advantage[CLR]."
11485Str_Neutral_Desc3="Knowing the ranges of your different attacks is very important in [YEL]Neutral[CLR] situations.\nWhen the opponent is in a space that you can hit, it becomes more dangerous for\nthem to take an action, since you can interrupt them with an attack at any moment."
11486Str_Neutral_Desc4="Use the threat of your attacks to limit your opponent's options when they're\nin range. You don't necessarily need a hit, since some [YEL]Blocked[CLR] attacks have\n[YEL]Frame Advantage[CLR] that can lead to [YEL]Pressure[CLR] and an offensive advantage."
11487Str_Neutral_Desc5="Your faster attacks are more difficult for the opponent to react\nto and can interrupt their actions more easily, while longer ranged\nattacks can threaten and control more space in front of you."
11488Str_Neutral_Desc6="Your opponent will also attempt to control space by threatening you\nwith their attacks. You'll be more successful in the [YEL]Neutral Game[CLR] if you\nlearn the ranges of the opponent's best mid and long range attacks."
11489Str_Neutral_Desc7="A character's farthest reaching attacks will often move the character forward to\ncover more space. This can be very effective in neutral situations to close the gap for\na [YEL]Kombo[CLR] or [YEL]Pressure[CLR], but it can be risky if this kind of attack misses entirely."
11490Str_Neutral_Desc8="A character is vulnerable to a [YEL]Punish[CLR] if they miss their attack in the [YEL]Neutral[CLR], especially\nif the attack moves forward or has longer [YEL]Recovery[CLR]. Stay just outside the range\nof the opponent's attacks, [YEL]Punishing[CLR] them during their [YEL]Recovery[CLR] if they miss."
11491Str_Neutral_Desc9="The opponent will not move into the range of your attacks if they\nuse a stationary attack, but you can use a well timed advancing\nattack to [YEL]Punish[CLR] them if you're just outside of their range."
11492Str_Neutral_Desc10="Some characters can use weapons to extend their attack range beyond their body.\nThis kind of attack is effective at controlling space in [YEL]Neutral[CLR] situations since you\ncan attack with less risk of getting hit by an opponent that may attack at the same time."
11493Str_Neutral_Desc11="It's even possible to hit the extended limbs of an opponent if you can anticipate\nwhen they'll attack. When timed correctly, this allows your attack to connect\nwith an opponent that's standing well beyond the move's normal range."
11494Str_Neutral_Desc12="Your far reaching attacks can threaten a significantly larger space if you\n[YEL]Punish[CLR] the opponent after they've miss with an advancing attack."
11495Str_Neutral_Desc13="In [YEL]Neutral[CLR] play, you'll want to stay outside the range of the opponent's\nbest attacks, while keeping the opponent inside the range of your\nbest attacks. You'll need to stay mobile to maintain your ideal spacing."
11496Str_Neutral_Desc14="When you're just within range of an opponent's attack,\nyou can walk backwards just as they strike to make\nthem miss, giving you an opportunity to [YEL]Punish[CLR]."
11497Str_Neutral_Desc15="You can't move and [YEL]Block[CLR] at the same time. Evading an attack instead of [YEL]Blocking[CLR]\ncan create opportunities to [YEL]Punish[CLR] a miss, but it comes with some risk of taking a hit\nif you misjudge your distance, timing, or which attack the opponent will perform."
11498Str_Neutral_Desc16="If you're confident that a nearby opponent will use a [YEL]High Attack[CLR] in a [YEL]Neutral[CLR]\nsituation, you can evade by [YEL]Ducking[CLR] and interrupt them with a [YEL]Ducking Attack[CLR].\nRemember that you're still vulnerable to other types of attacks while [YEL]Ducking[CLR]."
11499Str_Neutral_Desc17="If you're confident that a nearby opponent will use a [YEL]Low Attack[CLR] in a [YEL]Neutral[CLR]\nsituation, you can evade and kounter their attack with a [YEL]Quick Jump Attack[CLR]."
11500
11501Str_Neutral_Input0="Use a long range Basic Attack to interrupt the opponent's action."
11502Str_Neutral_Input1="Observe the range of your attacks:\nStraight Punch has a 7 Frame Start Up."
11503Str_Neutral_Input2="Observe the range of your attacks:\nSide Strike has an 8 Frame Start Up."
11504Str_Neutral_Input3="Observe the range of your attacks:\nLow Jab has a 7 Frame Start Up."
11505Str_Neutral_Input4="Observe the range of your attacks:\nStep Kick has a 11 Frame Start Up."
11506Str_Neutral_Input5="Observe the range of your attacks:\nSweep has a 13 Frame Start Up."
11507Str_Neutral_Input6="Observe the range of your attacks:\nShin Strike has a 16 Frame Start Up."
11508Str_Neutral_Input7="Observe the range of your attacks:\nQuick Kick has a 11 Frame Start Up."
11509Str_Neutral_Input8="Observe the range of your attacks:\nGut Slice has a 14 Frame Start Up."
11510Str_Neutral_Input9="Observe the range of your attacks:\nFlick Kick has a 13 Frame Start Up."
11511Str_Neutral_Input10="Observe the range of your attacks:\nFlip Kick has a 27 Frame Start Up."
11512Str_Neutral_Input11="Observe the range of your attacks:\nRising Cut has a 15 Frame Start Up."
11513Str_Neutral_Input12="Observe the range of the opponent's attacks and Block."
11514Str_Neutral_Input13="Punish the opponent during the Recovery\nof their advancing attack after they move into range."
11515Str_Neutral_Input14="Punish the opponent during the Recovery\nof their attack with a forward advancing attack."
11516Str_Neutral_Input15="Punish the opponent during the Recovery\nof their attack with a weapon attack."
11517Str_Neutral_Input16="Hit the opponent's extended limb during the Recovery of their attack."
11518Str_Neutral_Input16B="Hit the opponent's extended limb during their attack."
11519Str_Neutral_Input17="Walk backwards to evade the opponent's attack,\nthen Punish during their Recovery."
11520Str_Neutral_Input18="Evade and Punish a High Attack with a Ducking Attack."
11521Str_Neutral_Input19="Evade and Punish a Low Attack with a Quick Hop Attack."
11522
11523Str_AntiAir_Desc1="LESSON: ANTI AIR\nWatch out for [YEL]Jump In Attacks[CLR] from your opponent. They're an effective\nway to avoid many of your moves while advancing and attacking,\nand they can be used to start an offensive [YEL]Kombo[CLR] on hit or [YEL]Block[CLR]."
11524Str_AntiAir_Desc2="Though effective, [YEL]Jump Ins[CLR] are vulnerable to attack since a character\ncannot [YEL]Block[CLR] while [YEL]Jumping[CLR]. Several of your moves are effective [YEL]Anti Air Attacks[CLR]\nthat can reliably hit the opponent during a [YEL]Jump Attack[CLR] if timed correctly."
11525Str_AntiAir_Desc3="Most characters can use [Down][+][BP] as an effective [YEL]Anti Air Attack[CLR]\nbecause it hits an area above and in front of the character. Its fast [YEL]Start Up[CLR]\ngives you enough time to react and attack after you see the opponent jump."
11526Str_AntiAir_Desc4="Watch out for far reaching [YEL]Jump In Attacks[CLR] that can cover a wide area,\nlike Kabal's [LBL]Blade Punch[CLR]. These types of attacks can be more difficult\nto kounter with a grounded [YEL]Basic Attack[CLR] without getting hit."
11527Str_AntiAir_Desc5="Experiment with other attacks that can act as effective\n[YEL]Anti Air Attacks[CLR]. Look for attacks that can hit above the\ncharacter, have short [YEL]Start Up Frames[CLR], or have long [YEL]Active Frames[CLR]."
11528Str_AntiAir_Desc6="Some characters have [YEL]Anti Air Projectile Attacks[CLR] that can cover a wide area and hit [YEL]Jumping[CLR]\ncharacters from a distance. They usually have longer [YEL]Start Up[CLR], so you'll have a harder time\nusing them on reaction. You may have to anticipate when your opponent will [YEL]Jump[CLR]."
11529Str_AntiAir_Desc7="The upward angle of [YEL]Anti Air Projectile Attacks[CLR] can leave you open to\nattacks from the ground, so be careful not to use them recklessly."
11530Str_AntiAir_Desc8="One of the best ways to kounter a [YEL]Jump In[CLR] is with your own [YEL]Jumping Attack[CLR].\nMany characters have a [YEL]Jumping Attack[CLR] with fast [YEL]Start Up[CLR] and longer [YEL]Active Frames[CLR],\nmaking them good for catching opponents that are jumping forward."
11531Str_AntiAir_Desc9="A [YEL]Jumping Attack[CLR] from a forward [YEL]Jump[CLR] can cover a wider area\nthan an attack from an upward [YEL]Jump[CLR], but you'll be easier to hit if your\nopponent anticipates your [YEL]Jump[CLR] and uses their own [YEL]Anti Air Attack[CLR]."
11532Str_AntiAir_Desc10="Some [YEL]Anti Air Attacks[CLR] can lead to a [YEL]Kombo[CLR] after a\nsuccessful hit. Consistently [YEL]Punish[CLR] your opponent's [YEL]Jump Ins[CLR] with a\n[YEL]Kombo[CLR] to scare them into using this useful option less frequently."
11533Str_AntiAir_Desc11="If a character performs a [YEL]Jumping Attack[CLR] and misses, they'll have a brief\n[YEL]Recovery[CLR] period after they land during which they cannot move, attack, or [YEL]Block[CLR]."
11534Str_AntiAir_Desc12="If your opponent performs a [YEL]Jumping Attack[CLR] from their maximum range, you can\nwalk backwards to make them miss, then [YEL]Punish[CLR] them as they [YEL]Recover[CLR] after landing."
11535
11536Str_AntiAir_1="Block the opponent's Kombo from a Jump In Attack."
11537Str_AntiAir_2="Hit the opponent out of the air during their Jump In Attack."
11538Str_AntiAir_3="Hit the opponent out of the air using a Anti Air Projectile Attack."
11539Str_AntiAir_4="Hit the opponent out of the air with a Upward Jump Attack."
11540Str_AntiAir_5="Hit the opponent out of the air with a Forward Jump Attack."
11541Str_AntiAir_6="Hit the opponent out of the air during their\nJump In Attack, then follow up with a Juggle Kombo."
11542Str_AntiAir_7="Walk Backwards to cause the opponent's Jump In Attack to miss,\nthen Punish with Sweeping Storm after they land."
11543
11544Str_AntiAir_Input1="[Away], then [Down][+][BK] as the opponent lands."
11545
11546Str_MeterManagement_Desc1="LESSON: GAUGE MANAGEMENT\nYour [YEL]OD Gauge[CLR] is a vital resource that you'll need to carefully manage when\nfacing a skilled opponent. Even if you have less health than your opponent,\nyour [YEL]Gauge[CLR] can help you gain the upper hand when used effectively."
11547Str_MeterManagement_Desc2="Your [YEL]Gauge[CLR] will recover over time after it's been spent. Generally, spending\n[YEL]Gauge[CLR] less frequently means you'll have more of your abilities available to you more\noften. Try to save your [YEL]Gauge[CLR] for opportunities that will get you the most benefit."
11548Str_MeterManagement_Desc3="Rapidly spending your [YEL]Gauge[CLR] means you won't have access to important options as you wait for your [YEL]Gauge[CLR] to recover. Try not to over extend yourself by kompletely draining your Offensive or Defensive [YEL]Gauge[CLR] unless there's a substantial reward for doing so."
11549Str_MeterManagement_Desc4="Your [YEL]Offensive Gauge[CLR] is valuable for extending [YEL]Kombos[CLR], but it's usually efficient to\n[YEL]Amplify[CLR] only one [YEL]Special Move[CLR] per [YEL]Kombo[CLR]. [YEL]Amplifying[CLR] a second will add significantly\nless damage to the [YEL]Kombo[CLR] than the first due to [YEL]Damage[CLR] and [YEL]Gravity Scaling[CLR]."
11550Str_MeterManagement_Desc4B="While it can be less efficient to spend your entire [YEL]Offensive Gauge[CLR]\non a single [YEL]Kombo[CLR], it can a good choice in cases where\nthe additional damage is critical to win a round."
11551Str_MeterManagement_Desc5="[YEL]Offensive Gauge[CLR] is useful for more than just extending [YEL]Kombos[CLR]. Some [YEL]Special Moves[CLR]\ncan be [YEL]Amplified[CLR] to make an attack [YEL]Safe on Block[CLR] or deal additional [YEL]Block Damage[CLR]\nthat can be difficult or impossible for the opponent to avoid."
11552Str_MeterManagement_Desc6="Most abilities only require half of your [YEL]Offensive Gauge[CLR].\nSpending half to [YEL]Amplify[CLR] a single [YEL]Special Move[CLR] when your [YEL]Gauge[CLR]\nis full will not prevent you from using other [YEL]Gauge[CLR] abilities."
11553Str_MeterManagement_Desc7="Which [YEL]Special Move[CLR] you [YEL]Amplify[CLR] can affect the rate at which your [YEL]Gauge[CLR]\nrecovers. Generally, [YEL]Amplifying[CLR] a [YEL]Special Moves[CLR] that allow for a [YEL]Kombo[CLR]\nfollow up will cause your [YEL]Gauge[CLR] to recover more slowly afterwards."
11554Str_MeterManagement_Desc8="[YEL]Getup Attacks[CLR] are valuable for turning the tables on an aggressive opponent when\nyou've been [YEL]Knocked Down[CLR]. They cost half of your [YEL]Offensive[CLR] and [YEL]Defensive Gauge[CLR],\npreventing [YEL]Breakaways[CLR] but allowing other [YEL]Gauge[CLR] abilities until you fully recovers."
11555Str_MeterManagement_Desc8B="[YEL]Getup Rolls[CLR] are an alternative to [YEL]Getup Attacks[CLR] if you've spent your\n[YEL]Offensive Gauge[CLR], but still have half of your [YEL]Defensive Gauge[CLR]. You can\neven [YEL]Punish[CLR] an opponent if they commit to a slower attack as you [YEL]Getup[CLR]."
11556Str_MeterManagement_Desc9="It's valuable to have [YEL]Gauge[CLR] available, even when you don't use it. The possibility of a\n[YEL]Getup Attack[CLR] makes it riskier for your opponent to attack you after a [YEL]Knockdown[CLR]. If you\ndon't have [YEL]Gauge[CLR], it's safer for your opponent to aggressively attack as you get up."
11557Str_MeterManagement_Desc10="[YEL]Block Attacks[CLR] are the most difficult to use [YEL]Gauge[CLR] ability since they require a\n[YEL]Flawless Block[CLR] and precisely timed inputs to perform. When used correctly, they're\nhighly effective at turning the tide on an opponent that's applying [YEL]Block Pressure[CLR]."
11558Str_MeterManagement_Desc11="Like [YEL]Getup Attacks[CLR], a [YEL]Block Attack[CLR] costs half of your\n[YEL]Offensive[CLR] and [YEL]Defensive Gauge[CLR], preventing [YEL]Breakaways[CLR] but\nallowing other [YEL]Gauge[CLR] abilities until you fully recovers."
11559Str_MeterManagement_Desc12="The possibility of a [YEL]Block Attack[CLR] makes it riskier for your opponent to apply\n[YEL]Block Pressure[CLR]. If you don't have [YEL]Gauge[CLR] available when [YEL]Blocking[CLR], your\nopponent can attack more aggressively and keep you on the defense."
11560Str_MeterManagement_Desc13="An [YEL]Breakaway[CLR] is your only ability that can get you out of a [YEL]Kombo[CLR] that's already started,\nbut it will cost all of your [YEL]Defensive Gauge[CLR]. Your defensive options will be limited for\nsome time after an [YEL]Breakaway[CLR], but you'll still be able to [YEL]Amplified Special Moves[CLR]."
11561Str_MeterManagement_Desc14="The high cost of an [YEL]Breakaway[CLR] means you should only\nuse one when it will avoid a significant amount of [YEL]Damage[CLR]."
11562Str_MeterManagement_Desc15="A [YEL]Getup Roll[CLR] spends half of your [YEL]Defensive Gauge[CLR], only preventing [YEL]Breakaways[CLR] until your [YEL]Gauge[CLR] fully recovers. Using this option too frequently will limit your defensive options for some time, making it easier for your opponent to play more aggressively."
11563
11564Str_MeterManagement_1="Extend a Kombo by Amplifying a Special Move"
11565Str_MeterManagement_1B="Extend a Kombo by Amplifying a Special Move Twice"
11566Str_MeterManagement_2="Amplifying a Blade Spark to make your Block Pressure Safe"
11567Str_MeterManagement_3="Interrupt the attacking opponent with an Invulnerable Getup Attack as you Getup"
11568Str_MeterManagement_3B="Perform a Forward Getup Roll, then Pinish the opponent"
11569Str_MeterManagement_4="Without Gauge, you must Block\nthe opponent's Attack as you get up"
11570Str_MeterManagement_5="Flawless Block the second attack of the opponent's\nBlock Pressure, then interrupt them with a Block Attack"
11571Str_MeterManagement_6="Without Gauge, you must Block all of the opponent's attacks"
11572Str_MeterManagement_7="Perform a Breakaway after 3 hits of the opponent's Juggle Kombo"
11573
11574Str_MeterManagement_Input="then rapidly press [FK]\n[R2][,] short delay [R2]."
11575Str_MeterManagement_Input1="Block one attack, [Down][+][R2] just as the second attack connects, [Up][+][BP] immediately."
11576Str_MeterManagement_Input2="[Down][+][R2] when launched into the air."
11577Str_MeterManagement_Input3=[Towards][+][L2] while rising from a knockdown, then
11578
11579Str_SuperManagement_Desc1="LESSON: FATAL BLOW MANAGEMENT\nYour [YEL]Fatal Blow[CLR] is a powerful attack that's only available when you're low on health,\nbut it can't be used again for the entire match if it successfully hits."
11580Str_SuperManagement_Desc2="A successful hit from a [YEL]Fatal Blow[CLR] will cause very\nhigh damage, making useful as a [YEL]Kombo[CLR] ender."
11581Str_SuperManagement_Desc3="Since a [YEL]Fatal Blow[CLR] does not cost [YEL]OD Gauge[CLR], you can use it in the\nsame [YEL]Kombo[CLR] as an [YEL]Amplified Special Move[CLR] to deal significant damage."
11582Str_SuperManagement_Desc4="The [YEL]Fatal Blow's Armor[CLR] makes it an effective and easy to use\n[YEL]Reversal Attack[CLR] that can interrupt the opponent's [YEL]Block Pressure[CLR]."
11583Str_SuperManagement_Desc5="Avoid using your [YEL]Fatal Blow[CLR] recklessly. If you spend your\n[YEL]Fatal Blow[CLR] during first [YEL]Round[CLR] of a match but lose that [YEL]Round[CLR],\nyou'll be at a disadvantage in the second and third [YEL]Rounds[CLR]."
11584Str_SuperManagement_Desc6="Try to save your [YEL]Fatal Blow[CLR] for when you need it most.\n[YEL]Fatal Blows[CLR] are most effective when used to finish off\nan opponent during a close [YEL]Round[CLR]."
11585
11586Str_SuperManagement_1="End a Kombo with your Fatal Blow"
11587Str_SuperManagement_2="End a Korner Kombo with your Fatal Blow"
11588Str_SuperManagement_3="Interrupt the opponent with a Reversal Fatal Blow\nduring a Gap in their Block Pressure"
11589
11590Str_SuperManagement_Input1="Block two hits, then [L2][+][R2] just as you Recover."
11591
11592Blocking_Hint1=Tip: Try holding Down to Block the faster Low Attacks, then react and stand when you see a slower Overhead Attack start.
11593JustFram_Hint1="Tip: Amplify timing can vary with each Special Move. View the Demo if you're not sure when to press the button."
11594ComboStarter_Hint1=Straight Chop is a High Attack that Starts Up in 8 Frames.
11595SpecialCancel_Hint1="Tip: If you're having trouble Special Canceling, you may need to finish inputting the Special Move sooner. Don't wait for the first attack to hit."
11596SpecialCancel_Hint2="Tip: You don't need to wait for your Kombo Attack String to finish when Canceling, you can start inputting the Special Move as soon as you finish pressing the previous buttons."
11597ReleaseCheck_Hint1="Tip: If you're Canceling at the wrong time or into the wrong move, try turning off RELEASE CHECK in your CONTROLS. Inputting Special Moves will be less forgiving, but more precise."
11598Reversal_Hint1="Tip: When performing a Special Move as a Reversal Attack, the timing of the final button press is most important."
11599Reversal_Hint2="Tip: When performing a Back Dash as a Reversal Attack, the timing of the final input is most important."
11600Reversal_Hint3="Tip: A "Reversal" message will appear if you successfully time a Special Move to start on the first possible moment after Blocking an Attack."
11601Reversal_Hint4="Tip: A "Reversal" message will appear if you successfully time a Supermove to start on the first possible moment after Blocking an Attack."
11602AirEscapes_Hint1="Tip: Perform the input for the Breakaway\njust after your character reaches the peak\nof their arc in the air."
11603FrameTrap_Hint1="Tip: Execute the Kombo Attack String as soon as you Recover from your first attack. Don't leave a big enough gap for the opponent to kounter attack."
11604FrameTrap_Hint2="Tip: Execute the attacks in the Block Pressure sequence as quickly as possible. Don't leave a big enough gap for the opponent to kounter attack."
11605FrameTrap_Hint3="Tip: Execute the attacks in the Pressure sequence as quickly as possible. Don't leave a big enough gap for the opponent to kounter attack."
11606Jail_Hint1="Tip: The timing is specific, you must connect with the second attack before the opponent recovers from the first attack."
11607DefensePressure_Hint2="Tip: A Reversal message will appear below your health bar when you've timed your Reversal Back Dash correctly."
11608MeterManagement_Hint1="Tip: Punishing the opponent with Baraka's Outworld Bash will activate a Krushing Blow that can start a Juggle Kombo."
11609JumpIn_Hint1="Tip: To Kombo a Jumping Punch into a grounded Kombo Attack, you should start inputting your Kombo Attack BEFORE your character lands."
11610JumpIn_Hint2="Tip: To Kombo a Jumping Kick into a grounded Basic Attack, you should finish inputting your grounded Basic Attack AFTER your character lands."
11611JumpIn_Hint3="Tip: To Kombo a Jumping Punch into a grounded attack, you should start inputting your grounded attack BEFORE your character lands."
11612Punish_Hint1="Tip: A "Punish" message will appear if you\nsuccessfully hit the opponent as they're\nRecovering from an attack."
11613FlawlessBlock_Hint1="Tip: A Flawless Block can be challenging to perform. You must press the Block button just as the opponent's attack connects."
11614FlawlessBlock_Hint2="Tip: A Flawless Block can be challenging to perform. You must press the Block button at the exact moment that the opponent's attack connects."
11615BlockAttack_Hint1="Tip: A Block Attack can only be performed immediately after a Flawless Block."
11616Adv_WakeupAttack_1_Hint="There is a brief window as you getup from a knockdown to perform a Getup Attack. View the Demo if you are having trouble with the timing."
11617Adv_WakeupRoll_1_Hint="There is a brief window as you getup from a knockdown to perform a Getup Roll. View the Demo if you are having trouble with the timing."
11618
11619FrameAdv_Hint1="Tip: To progress, wait for both characters to finish Recovering from the attack."
11620
11621Tut_Baraka_Intro="Baraka has a variety mid range attacks with surprisingly\nfast [YEL]Start Up[CLR] that can [YEL]Mix Up[CLR] the opponent or control\nthe space in front of him during [YEL]Neutral[CLR] play."
11622Tut_Baraka_Desc1A="[LBL]Blade Spark[CLR] is a [YEL]Projectile[CLR] with fast [YEL]Start Up[CLR] that becomes [YEL]Safe on Block[CLR]\nif it connects when the opponent is farther than close range."
11623Tut_Baraka_Desc1B="[YEL]Amplify[CLR] [LBL]Blade Spark[CLR] to fire a second [YEL]Projectile[CLR] that hits [YEL]Mid[CLR]. You can\nadd extra [YEL]Block Damage[CLR] to the end of a [YEL]Kombo Attack String[CLR] if the\nopponent is pushed back far enough to make this attack [YEL]Safe on Block[CLR]."
11624Tut_Baraka_Desc2A="[LBL]Blade Charge[CLR] is [YEL]Unsafe on Block[CLR], but it has a fast [YEL]Start Up[CLR] and can hit a significant area\nin front of Baraka. This attack can be difficult to react to in [YEL]Neutral[CLR] situations, so you can\nuse the threat of it to scare the opponent into [YEL]Blocking[CLR] instead of moving or attacking."
11625Tut_Baraka_Desc2B="Hold [Away] after a successful hit with [LBL]Blade Charge[CLR]\nto position the opponent behind you."
11626Tut_Baraka_Desc3="[LBL]War Banner[CLR] increases the damage of all of Baraka's attacks\nfor a short time. A successful hit from Baraka's [YEL]Fatal Blow[CLR] will\nalso plant the [LBL]War Banner[CLR], providing the same damage bonus."
11627Tut_Baraka_Desc4A="[LBL]Blade Swipe[CLR] has fantastic [YEL]Start Up[CLR] speed for an attack with its range. While this\nattack is [YEL]Safe on Block[CLR], it's a [YEL]High Attack[CLR] that can be evaded by [YEL]Ducking[CLR]."
11628Tut_Baraka_Desc4B="Kontinue [LBL]Blade Swipe[CLR] into [LBL]Bloody Mess[CLR] for a [YEL]Kombo Attack String[CLR]\nthat covers more ground and has [YEL]Frame Advantage[CLR] on [YEL]Block[CLR]."
11629Tut_Baraka_Desc5="[LBL]Leg Chop[CLR] is a [YEL]Low Attack[CLR] with great range, fast [YEL]Start Up[CLR] and [YEL]Recovery[CLR],\nand it's [YEL]Safe on Block[CLR]. Use this attack to keep mobile opponents in check."
11630Tut_Baraka_Desc6="The first hit of [LBL]Cutting Lose[CLR] is a [YEL]Low Attack[CLR] with decent range and speed.\nEach hit of this [YEL]Kombo Attack String[CLR] is [YEL]Safe on Block[CLR] in most situations."
11631Tut_Baraka_Desc7="[LBL]Lunging Blades[CLR] is a slower [YEL]Overhead Attack[CLR], but it has fantastic\nrange and it's [YEL]Safe on Block[CLR]. Use this attack to keep [YEL]Ducking[CLR] opponents\ntheir toes when they're expecting one of your faster [YEL]Low Attacks[CLR]."
11632Tut_Baraka_Desc8="[LBL]Knee Lunge[CLR] is an advancing [YEL]Mid Attack[CLR] with great range.\nThe [LBL]Doom Kicks[CLR] [YEL]Attack String[CLR] can quickly extend the\nknee's range, and both attacks are [YEL]Safe on Block[CLR]."
11633Tut_Baraka_Desc9="[LBL]Outworld Bash[CLR] starts with a quick [YEL]High Attack[CLR] and ends with an [YEL]Overhead[CLR] that is\n[YEL]Safe on Block[CLR]. If this [YEL]Kombo Attack String[CLR] interrupts the opponent during an\nattack, it will trigger a [YEL]Krushing Blow[CLR] that will launch for a [YEL]Kombo[CLR]."
11634
11635Tut_Baraka_2B="Throw the opponent behind you after Blade Charge"
11636
11637Tut_Cage_Intro="Cage Intro"
11638Tut_Cage_Desc1="Cage Desc 1"
11639
11640Tut_Cassie_Intro="Cassie Intro"
11641Tut_Cassie_Desc1="Cassie Desc 1"
11642
11643Tut_Cetrion_Intro="Cetrion Intro"
11644Tut_Cetrion_Desc1="Cetrion Desc 1"
11645
11646Tut_CyberFrost_Intro="Frost Intro"
11647Tut_CyberFrost_Desc1="Frost Desc 1"
11648
11649Tut_DVorah_Intro="D'Vorah Intro"
11650Tut_DVorah_Desc1="D'Vorah Desc 1"
11651
11652Tut_ErronBlack_Intro="ErronBlack Intro"
11653Tut_ErronBlack_Desc1="ErronBlack Desc 1"
11654
11655Tut_Jacqui_Intro="Jacqui Intro"
11656Tut_Jacqui_Desc1="Jacqui Desc 1"
11657
11658Tut_Jade_Intro="Jade is well equipped to limit the opponent's options depending on the\nsituation they're in. She has access to a variety of mid range staff attacks,\nspace controlling [LBL]Razor Rangs[CLR], and [YEL]Projectile[CLR] countering [YEL]Special Moves[CLR]."
11659Tut_Jade_Desc1A="While it takes some time for [LBL]Razor Rang[CLR] to travel forward, Jade can begin to\nmove while the attack is still [YEL]Active[CLR] and controlling space. If this attack connects\noutside of close range, it will lead to significant [YEL]Hit[CLR] or [YEL]Block Advantage[CLR]."
11660Tut_Jade_Desc1B="Jade can follow up with a second [YEL]Projectile[CLR] by [YEL]Amplifying[CLR] [LBL]Razor Rang[CLR]."
11661Tut_Jade_Desc2A="Jade's [LBL]Blazing Nitro Kick[CLR] is an advancing attack with quick [YEL]Start Up[CLR] that is\n[YEL]Unsafe on Block[CLR]. Its range and speed makes it useful for [YEL]Punishing[CLR] missed\nattacks. This is a [YEL]High Attack[CLR], so it can be evaded by a [YEL]Ducking[CLR] opponent."
11662Tut_Jade_Desc2B="[YEL]Amplify[CLR] [LBL]Blazing Nitro Kick[CLR] to add an additional\nattack that switches sides with the opponent."
11663Tut_Jade_Desc3="While [LBL]Deadly Butterfly[CLR] is [YEL]Unsafe on Block[CLR], it is useful as a\n[YEL]Kombo[CLR] ender. If this attack hits in the [YEL]Korner[CLR], it can start\na [YEL]Juggle Kombo[CLR] if Jade follows up with a fast attack."
11664Tut_Jade_Desc4="[LBL]Dodging Shadows[CLR] gives Jade temporary [YEL]Immunity[CLR] to [YEL]Projectiles[CLR]. This move will\nseverely limit the opponent's [YEL]Zoning[CLR] options, making it easier for Jade to\nmaintain her ideal spacing. Jade will lose her [YEL]Immunity[CLR] if she is hit an attack."
11665Tut_Jade_Desc5A="[LBL]Temptation[CLR] allows Jade to [YEL]Parry[CLR] and counter attack an\nopponent that performs a [YEL]High[CLR], [YEL]Mid[CLR], or [YEL]Overhead Attack[CLR]\n[LBL]Temptation[CLR] can still be hit by [YEL]Low[CLR] or [YEL]Jumping Attacks[CLR]."
11666Tut_Jade_Desc5B="[YEL]Amplify[CLR] [LBL]Temptation[CLR] to deal significantly more damage,\nswitch sides with the opponent, and knock them down."
11667Tut_Jade_Desc6="[LBL]Wiggle Stick[CLR] a multi hitting [YEL]High Attack[CLR] with fast [YEL]Start Up[CLR]. Its excellent for controlling\nspace at mid range, and can be [YEL]Hit Confirmed[CLR] into [YEL]Special Moves[CLR] for a longer [YEL]Kombo[CLR].\nThis attack is [YEL]Unsafe on Block[CLR], and can be evaded by [YEL]Ducking[CLR] opponents."
11668Tut_Jade_Desc7="[LBL]Pole Strike[CLR] is a quick [YEL]Mid Attack[CLR] with good range that can be kontinued into [YEL]Teaser[CLR] for\nan [YEL]Overhead Attack[CLR]. While both attacks are [YEL]Unsafe on Block[CLR], the opponent must risk\nbeing hit by [LBL]Teaser[CLR] if they want to [YEL]Punish[CLR] Jade for using [LBL]Pole Strike[CLR] as a single hit poke."
11669Tut_Jade_Desc8="[LBL]Poll Dance[CLR] consists of two [YEL]Overhead Attacks[CLR] with slower [YEL]Start Up[CLR], but\nfantastic range. While both attacks are [YEL]Unsafe on Block[CLR], the second hit\ncan be more difficult to [YEL]Punish[CLR] if it connects at its maximum range."
11670Tut_Jade_Desc9="The first hit of [LBL]Edenian Rush[CLR] is a [YEL]Low Attack[CLR] that lacks\nthe range of Jade's staff attacks, but it's followed by\ntwo advancing [YEL]Mid Attacks[CLR] that are [YEL]Safe on Block[CLR]."
11671Tut_Jade_Desc10A="[LBL]Side Kick[CLR] is a fast [YEL]Mid Attack[CLR] that is [YEL]Safe on Block[CLR].\nUse this attack to catch opponents that are [YEL]Ducking[CLR]\nwithout [YEL]Blocking[CLR] to avoid Jade's many [YEL]High Attacks[CLR]."
11672Tut_Jade_Desc10B="The last attack of [LBL]Fatal Attraction[CLR] has [YEL]Frame Advantage[CLR]\nif [YEL]Blocked[CLR], but there is a big enough [YEL]Gap[CLR] that a skilled\nopponent can [YEL]Perfect Block[CLR] and [YEL]Punish[CLR] Jade with a [YEL]Block Attack[CLR]."
11673
11674Tut_Jade_5A="Parry the opponent's attack with Temptation"
11675Tut_Jade_5B="Parry the opponent's attack with Temptation, then Amplify"
11676
11677
11678Tut_Jax_Intro="Jax is a devastating grappler and brawler if he can get in close to his opponent,\nespecially if he can gain offensive momentum to build his [YEL]Arm Heat[CLR]. He also has\naccess to several long range attacks like his [LBL]Thumper[CLR] and [LBL]Ground Pound[CLR]."
11679Tut_Jax_Desc1A="Jaxs classic [LBL]Ground Pound[CLR] is an [YEL]Unblockable[CLR] attack\nthat can hit an opponent at any range. This attack has\nslower [YEL]Start Up[CLR] and can be evaded by [YEL]Jumping[CLR]."
11680Tut_Jax_Desc1B="[YEL]Amplify[CLR] [LBL]Ground Pound[CLR] for a second [YEL]Unblockable[CLR],\nlong range attack that can be difficult to evade by [YEL]Jumping[CLR]."
11681Tut_Jax_Desc2A="[LBL]Thumper[CLR] fires an arcing [YEL]Mid Projectile[CLR] that [YEL]Knocks Down[CLR]\non hit. This attack cannot be evaded by [YEL]Ducking[CLR] at mid range,\nbut it can be evaded by [YEL]Jumping[CLR]."
11682Tut_Jax_Desc2B="Hold [Up] during the [YEL]Start Up[CLR] of [LBL]Thumper[CLR] to fire a\n[YEL]Projectile[CLR] with a higher arc that is effective at hitting\n[YEL]Jumping[CLR] opponents, but can be evaded by [YEL]Ducking[CLR]."
11683Tut_Jax_Desc3="Jaxs metal arms will [YEL]Heat Up[CLR] every time he hits his opponent with a punch. If he\nbuilds up enough [YEL]Heat[CLR], his punch and grapple attacks will deal additional damage.\nJaxs arms will slowly cool off if he does not land additional punches."
11684Tut_Jax_Desc4A="[LBL]Gotcha Grab[CLR] is a close range [YEL]Mid Attack[CLR] that is [YEL]Unsafe on Block[CLR], but great for\nending [YEL]Kombos[CLR]. If Jax sucessful hits with [LBL]Gotcha Grab[CLR], he will have an\nopportunity to hit the opponent with a series of follow up attacks."
11685Tut_Jax_Desc4B="Jax can use [LBL]Pound Town[CLR] to quickly punch the opponent during\n[LBL]Gotcha Grab[CLR]. Repeatedly attack with [LBL]Pound Town[CLR] to deal\nsignificant damage and rapidly build Jaxs [YEL]Arm Heat[CLR]."
11686Tut_Jax_Desc4C="[LBL]Gut Buster[CLR] lets Jax carry his opponent towards the [YEL]Korner[CLR] while\npunching them in the gut during a [LBL]Gotacha Grab[CLR]. [LBL]Gut Buster[CLR]\ncan be repeated, but not as many times as [LBL]Pound Town[CLR]."
11687Tut_Jax_Desc4D="[LBL]Lay Down[CLR] will perform a slam that switch sides with the opponent without\nending [LBL]Gotcha Grab[CLR]. This attack can be combined with other [LBL]Gotcha Grab[CLR] attacks\nto deal addition damage or move the opponent towards the nearest [YEL]Korner[CLR]."
11688Tut_Jax_Desc4E="[LBL]Get Outta My Face[CLR] will end [LBL]Gotcha Grab[CLR] early, dealing less damage but throwing\nthe opponent farther away. If Jax throws the opponent into a nearby [YEL]Korner[CLR],\nthey will bounce back and remain standing with [YEL]Frame Disadvantage[CLR]."
11689Tut_Jax_Desc5A="Jax can use [LBL]Heat Missile[CLR] to spend a portion of his\n[YEL]Arm Heat[CLR] to fire a quick [YEL]High Projectile[CLR]."
11690Tut_Jax_Desc5B="Jax can perform [LBL]Double Heat Missile[CLR] to fire a second\n[YEL]Mid Projectile[CLR] if he has additional [YEL]Heat[CLR] to spend."
11691Tut_Jax_Desc6A="[LBL]Heating Up[CLR] lets Jax build a small amount of [YEL]Arm Heat[CLR] without needing to\nhit the opponent. Jax can use this move to maintain his [YEL]Heat[CLR] level if the\nopponent is trying to stay outside the range of his punches and grabs."
11692Tut_Jax_Desc6B="Jax can [YEL]Amplify[CLR] [LBL]Heating Up[CLR] to gain significantly more [YEL]Arm Heat[CLR].\nIn exchange for half of his [YEL]Offensive Gauge[CLR], Jax will gain enough\n[YEL]Arm Heat[CLR] to increase his damage and have access to [LBL]Heat Missile[CLR]."
11693Tut_Jax_Desc7A="[LBL]Ambushed[CLR] starts with a quick, advancing\n[YEL]Mid Attack[CLR], followed by an [YEL]Overhead Attack[CLR]."
11694Tut_Jax_Desc7B="Jax can use [LBL]?[CLR] to substitute the [YEL]Overhead[CLR] in [LBL]Ambushed[CLR] with a [YEL]Low Attack[CLR] that [YEL]Knocks Down[CLR], creating a [YEL]Mix Up[CLR] opportunity."
11695Tut_Jax_Desc8="[LBL]Sleep Bitch[CLR] is a [YEL]Kombo Attack[CLR] that starts with a mid range [YEL]Low Attack[CLR] and ends with a side switching [YEL]Mid Attack[CLR] that is [YEL]? on Block[CLR]."
11696Tut_Jax_Desc9A="[LBL]Head Slammer[CLR] is a fast [YEL]Overhead Attack[CLR] with limited range. This attack is difficult for the opponent to react to, but it is [YEL]Unsafe on Block[CLR]."
11697Tut_Jax_Desc9B="Jax can delay the start of [LBL]Head Slammer[CLR] to increase its range, make the attack [YEL]Safe on Block[CLR], and [YEL]Knock Down[CLR] the opponent on hit. If this attack is delayed long enough, it can be [YEL]Special Canceled[CLR] to start a [YEL]Kombo[CLR]."
11698Tut_Jax_Desc10="[LBL]Gur Knee[CLR] is an advancing [YEL]Mid Attack[CLR] thats [YEL]? on Block[CLR]. Follow up with [LBL]Get Outta Here[CLR] for a powerful punch attack that [YEL]Knocks Down[CLR] the opponent and give Jax significant [YEL]Frame Advantage[CLR] on hit."
11699
11700Tut_Jax_3="Punch the opponent until Jax is at maximum Arm Heat"
11701Tut_Jax_3_Input="Perform any Punch Attack"
11702Tut_Jax_4="Perform the Gotcha Grab Kombo"
11703Tut_Jax_4A_Input="then repeatedly press [FP]"
11704Tut_Jax_4E="Perform the Gotcha Grab Kombo\nto bounce the opponent in the Korner"
11705
11706
11707Tut_Kabal_Intro="Kabal's hooks swords, [LBL]Buzzsaws[CLR], and [LBL]Nomad Dash[CLR]\nmake him a dangerous fighter at mid and long range."
11708Tut_Kabal_Desc1="Kabal's signature [LBL]Nomad Dash[CLR] is a high speed attack that can stun the\nopponent for an extended [YEL]Kombo[CLR], both in the [YEL]Neutral[CLR] or from a [YEL]Special Cancel[CLR].\nThis attack is vulnerable to a [YEL]Punish[CLR] if [YEL]Blocked[CLR], so use it cautiously."
11709Tut_Kabal_Desc2A="[LBL]Buzzsaw[CLR] is a [YEL]High Projectile[CLR] that is [YEL]Safe on Block[CLR] at most ranges.\nThis attack will knock down on hit, giving Kabal significant\n[YEL]Frame Advantage[CLR] to reposition or setup another attack."
11710Tut_Kabal_Desc2B="[YEL]Amplify[CLR] [LBL]Buzzsaw[CLR] to make this attack briefly\n[YEL]Juggle[CLR] the opponent on hit. Kabal can [YEL]Kombo[CLR]\nthis attack into [LBL]Nomad Dash[CLR] at long range."
11711Tut_Kabal_Desc2C="Kabal can throw a [LBL]Buzzsaw[CLR] in mid air. This [YEL]Projectile[CLR] is a [YEL]Mid Attack[CLR]\nthat travels downward toward the ground. You can use this attack\nto control space or cover your retreat while [YEL]Jumping[CLR] backwards."
11712Tut_Kabal_Desc2D="[YEL]Amplify[CLR] a mid air [LBL]Buzzsaw[CLR] to land faster, significantly\nreducing the [YEL]Recovery[CLR] of the attack."
11713Tut_Kabal_Desc3="[LBL]Hook Slam[CLR] is a side switching [YEL]Mid Attack[CLR] that is [YEL]Unsafe on Block[CLR].\nIf [LBL]Hook Slam[CLR] interrupts an opponent's attack, it can trigger a\n[YEL]Krushing Blow[CLR] that can lead to a damaging [YEL]Juggle Kombo[CLR]."
11714Tut_Kabal_Desc4="[LBL]Swinging Hooks[CLR] is an advancing [YEL]Mid Attack[CLR] that\nleads to a [YEL]Knockdown[CLR] on hit. If [YEL]Blocked[CLR], Kabal will\nhave significant [YEL]Frame Advantage[CLR]."
11715Tut_Kabal_Desc5="[LBL]Sweeping Hooks[CLR] is a [YEL]Low Attack[CLR] with quick [YEL]Start Up[CLR] and great range.\nWhile it is [YEL]Unsafe on Block[CLR], it can be difficult for most characters\nto [YEL]Punish[CLR] this attack if it's [YEL]Blocked[CLR] at its maximum range."
11716Tut_Kabal_Desc6="[LBL]Hook Swipe[CLR] has fantastic range for a fast, [YEL]Low Attack[CLR] that is\n[YEL]Safe on Block[CLR]. You can use this attack to poke at your opponent\nwhile [YEL]Ducking[CLR] under [YEL]High Attacks[CLR] and [YEL]Projectiles[CLR]."
11717Tut_Kabal_Desc7="[LBL]Maimed And Mangled[CLR] starts with a quick [YEL]Mid Attack[CLR] and ends with an [YEL]Overhead[CLR]\nthat is [YEL]Safe on Block[CLR]. If Kabal equips an [YEL]Ability[CLR] that gives him a [YEL]Low Special Move[CLR],\nhe can create a [YEL]Mix Up[CLR] by [YEL]Special Canceling[CLR] after the second attack in this [YEL]String[CLR]."
11718Tut_Kabal_Desc8="The first attack in [LBL]Extermination Squad[CLR] is a [YEL]Mid[CLR] with great range.\nThe second attack in an [YEL]Overhead[CLR] that can be [YEL]Special Canceled[CLR] into\n[LBL]Nomad Dash[CLR] for an extended [YEL]Kombo[CLR]. The third attack is [YEL]Safe on Block[CLR]."
11719Tut_Kabal_Desc9="[LBL]Left For Dead[CLR] starts with a very fast [YEL]Mid Attack[CLR], followed by an\n[YEL]Overhead Attack[CLR] that is [YEL]Safe on Block[CLR]. If this [YEL]Kombo Attack[CLR] hits,\nit will knock the opponent back to long range."
11720
11721Tut_Kabal_1="Perform a Kombo with Nomad Dash"
11722
11723
11724Tut_Kano_Intro="Kano has an arsenal of deadly knife and grapple attacks that make him dangerous\nup close. He can use [YEL]Special Moves[CLR] like [LBL]Blade Toss[CLR] and [LBL]Black Dragon Ball[CLR] to stay\ncompetitive at mid and long range while he looks for an opportunity to close in."
11725Tut_Kano_Desc1A="[LBL]Blade Toss[CLR] is a [YEL]Projectile[CLR] with quick [YEL]Start Up[CLR] that lets\nKano threaten the opponent outside of close range.\nThis is a [YEL]High Attack[CLR] that can be evaded by [YEL]Ducking[CLR]."
11726Tut_Kano_Desc1B="[YEL]Amplify[CLR] [LBL]Blade Toss[CLR] to throw an additional\n[YEL]Mid Projectile[CLR] that cannot be evaded by [YEL]Ducking[CLR]."
11727Tut_Kano_Desc2A="[LBL]Black Dragon Ball[CLR] is a fast moving attack with great range and\nquick [YEL]Start Up[CLR]. This attack is great for [YEL]Punishing[CLR] missed attacks\nin the [YEL]Neutral[CLR], but it's vulnerable to a [YEL]Punish[CLR] if [YEL]Blocked[CLR]."
11728Tut_Kano_Desc2B="[LBL]Black Dragon Ball[CLR] will hit twice at close range, dealing\nadditional damage. You can add even more damage by\n[YEL]Amplifying[CLR] [LBL]Black Dragon Ball[CLR] after a hit or [YEL]Block[CLR]."
11729Tut_Kano_Desc2C="[LBL]Black Dragon Ball[CLR] can also be performed in the air for a downward advancing\n[YEL]Mid Attack[CLR] with very fast [YEL]Start Up[CLR]. While this attack is great for catching an\naggressive opponent off guard, it's vulnerable to a [YEL]Punish[CLR] on [YEL]Block[CLR] or miss."
11730Tut_Kano_Desc2D="An airborne [LBL]Black Dragon Ball[CLR] can be [YEL]Amplified[CLR] on [YEL]Block[CLR], hit,\nor miss for a follow up attack that grants additional range and\ndamage. Kano will be very vulnerable if this attack does not hit."
11731Tut_Kano_Desc3="[LBL]Deadly Graze[CLR] is an advancing [YEL]Mid Attack[CLR] that's useful for hitting airborne opponents or controlling space in the [YEL]Neutral[CLR]. If this attack hits a [YEL]Kornered[CLR] opponent, you can [YEL]Special Cancel[CLR] this move into [LBL]Blade Toss[CLR] to start a [YEL]Juggle Kombo[CLR]."
11732Tut_Kano_Desc4="[LBL]Enziguri[CLR] is an advancing [YEL]Mid Attack[CLR] with fantastic range. This attack can cause a [YEL]Krushing Blow[CLR] if&???"
11733Tut_Kano_Desc5="[LBL]Wheel Kick[CLR] is an advancing [YEL]Overhead Attack[CLR] that can evade some [YEL]Low Attacks[CLR] during its [YEL]Start Up[CLR] and [YEL]Active Frames[CLR]. This attack can be [YEL]Unsafe if Block[CLR], but it's great for countering opponents that predictably perform [Down][+][FK] or [Down][+][BK] attacks."
11734Tut_Kano_Desc6A="[LBL]Takedown[CLR] is an advancing [YEL]Low Attack[CLR] that can be [YEL]Canceled[CLR] into [YEL]Special Moves[CLR] like [LBL]Black Dragon Ball[CLR] for an easy [YEL]Hit Confirm Kombo[CLR]."
11735Tut_Kano_Desc6B="After [LBL]Takedown[CLR], perform [LBL]????[CLR] to hit the grounded opponent with a side switching stomp attack."
11736Tut_Kano_Desc7A="[LBL]Figjam[CLR] starts with a quick [YEL]High Attack[CLR] with good range. The last hit is an [YEL]Overhead Attack[CLR] that is ??? on [YEL]Block[CLR]."
11737Tut_Kano_Desc7B="[LBL]Enough Yabber[CLR] starts with the same attack as [LBL]Figjam[CLR], but the second hit is a [YEL]Low Attack[CLR]. Use this [YEL]Kombo Attack[CLR] to [YEL]Mix Up[CLR] opponents that are standing to [YEL]Block[CLR] the last hit of [LBL]Figjam[CLR]."
11738Tut_Kano_Desc8="The first hit of [LBL]Fair Suck Of The Sav[CLR] is a fast advancing attack with great range. The second hit does not cause damage, but the last hit is an [YEL]Overhead Attack[CLR] that is ??? on [YEL]Block[CLR]."
11739
11740
11741Tut_Kitana_Intro="Kitana Intro"
11742Tut_Kitana_Desc1="Kitana Desc 1"
11743
11744Tut_Kollector_Intro="Kollector Intro"
11745Tut_Kollector_Desc1="Kollector Desc 1"
11746
11747Tut_Kotal_Intro="Kotal Intro"
11748Tut_Kotal_Desc1="Kotal Desc 1"
11749
11750Tut_KungLao_Intro="KungLao Intro"
11751Tut_KungLao_Desc1="KungLao Desc 1"
11752
11753Tut_LiuKang_Intro="LiuKang Intro"
11754Tut_LiuKang_Desc1="LiuKang Desc 1"
11755
11756Tut_Noob_Intro="Noob Intro"
11757Tut_Noob_Desc1="Noob Desc 1"
11758
11759Tut_Raiden_Intro="Raiden has a mix of fast advancing attacks and [YEL]Projectiles[CLR] that can threaten\nan opponent at mid and long range. His attacks are great at [YEL]Punishing[CLR]\nan opponent for missing an attack, even when they're at a distance."
11760Tut_Raiden_Desc1A="[LBL]Lightning Bolt[CLR] has a slower [YEL]Start Up[CLR] time than most [YEL]Projectiles[CLR],\nbut it travels at a very high speed once fired. This attack\nis generally [YEL]Safe[CLR] if it's [YEL]Blocked[CLR] at mid to long range."
11761Tut_Raiden_Desc1B="[YEL]Amplify[CLR] [LBL]Lightning Bolt[CLR] to fire a second [YEL]Mid Projectile[CLR] that is [YEL]Safe on Block[CLR]\nat any range. This attack is effective at dealing [YEL]Block Damage[CLR] or catching\nopponents that [YEL]Ducked[CLR] the first [LBL]Lightning Bolt[CLR] off guard."
11762Tut_Raiden_Desc2="[LBL]Summon Lightning[CLR] is a [YEL]Projectile[CLR] that travels toward Raiden from the sky, pushing\nairborne opponents into close range. If Raiden is close enough when this attack hits\nan airborne opponent, he can catch them out of the air to deal additional damage."
11763Tut_Raiden_Desc3="[LBL]Lightning Strike[CLR] is a [YEL]Mid Attack[CLR] that can be aimed to hit\nan opponent at different distances. This attack's longer\n[YEL]Recovery[CLR] can make it risky if used too frequently."
11764Tut_Raiden_Desc4A="[LBL]Electric Fly[CLR] is a fast moving attack that can be used on the ground or\nin the air to catch unsuspecting opponents and carry them to the [YEL]Korner[CLR].\nUse this attack wisely, as you're vulnerable if it's [YEL]Blocked[CLR]."
11765Tut_Raiden_Desc4B="You can delay the start of [LBL]Electric Fly[CLR] by holding [FK],\ngiving you more control to unleash this fast moving attack\nat the perfect time to interrupt your opponent's attacks."
11766Tut_Raiden_Desc4C="When delaying [LBL]Electric Fly[CLR], you can [YEL]Cancel[CLR] the attack if you\nthink your opponent will [YEL]Block[CLR]. [YEL]Canceling[CLR] [LBL]Electric Fly[CLR] will\ncost your entire [YEL]Defensive Gauge[CLR], so use the option carefully."
11767Tut_Raiden_Desc5="[LBL]Hammer Fists[CLR] is a two hit [YEL]Overhead Attack[CLR] that can be easily\n[YEL]Punished[CLR] if [YEL]Blocked[CLR]. If this attack [YEL]Punishes[CLR] a [YEL]Ducking Attack[CLR], it will\ncause a [YEL]Krushing Blow[CLR] that can lead to a devastating [YEL]Juggle Kombo[CLR]."
11768Tut_Raiden_Desc6="The first hit of [LBL]Power Discharge[CLR] is a fast, advancing\n[YEL]Mid Attack[CLR]. Kontinuing into the [YEL]Kombo Attack String[CLR]\nwill leave Raiden vulnerable to a [YEL]Punish[CLR] if [YEL]Blocked[CLR]."
11769Tut_Raiden_Desc7="The first hit of [LBL]Massive Destruction[CLR] is another fast, advancing [YEL]Mid Attack[CLR]. The second\nhit is an [YEL]Overhead Attack[CLR] that is [YEL]Safe on Block[CLR]. This [YEL]Kombo Attack[CLR] leads to a long\n[YEL]Knockdown[CLR] on hit, giving Raiden time to apply [YEL]Pressure[CLR] as the opponent gets up."
11770Tut_Raiden_Desc8="[LBL]Overload[CLR] is difficult to [YEL]Punish[CLR] on [YEL]Block[CLR] for most\ncharacters. The last hit can can [YEL]Launch[CLR] the opponent for\nan extended [YEL]Juggle Kombo[CLR] if the opponent is in the [YEL]Korner[CLR]."
11771Tut_Raiden_Desc9="[LBL]Might of Mordulus[CLR] is Raiden's only [YEL]Kombo Attack[CLR] that\nstarts with a [YEL]Low Attack[CLR]. Each attack is [YEL]Unsafe on Block[CLR]."
11772Tut_Raiden_Desc10="Raiden's [LBL]Heavy Storm[CLR] has fantastic range, is [YEL]Safe on Block[CLR], and can be\n[YEL]Special Canceled[CLR]. This attack is a [YEL]High Attack[CLR] that can be evaded by [YEL]Ducking[CLR]."
11773Tut_Raiden_Desc11="[LBL]Thunder Knee[CLR] has similar range and [YEL]Start Up[CLR] to [LBL]Heavy Storm[CLR], but it's [YEL]Unsafe on Block[CLR].\nThis is a [YEL]Mid Attack[CLR], which can be used to catch opponents that are [YEL]Ducking[CLR]\nbut not [YEL]Blocking[CLR] to evade [LBL]Heavy Storm[CLR] and [LBL]Lightning Bolt[CLR]."
11774
11775Tut_Scorpion_2="Catch an airborne opponent with Summon Lightning"
11776Tut_Scorpion_2_input="Catch an airborne opponent with Summon Lightning"
11777
11778
11779Tut_Scorpion_Intro="Scorpion is a great character to play if you're a beginner at [LBL]Mortal Kombat[CLR].\nHe has good mid range attacks for controlling space in [YEL]Neutral[CLR] situations, and his\n[YEL]Special Moves[CLR] are great for extending [YEL]Kombos[CLR] and [YEL]Punishing[CLR] predictable opponents."
11780Tut_Scorpion_Desc1A="Scorpion's [LBL]Hell Port[CLR] is a surprise attack that hits the opponent from behind.\nWhile it doesn't deal much damage, it's great for [YEL]Punishing[CLR] predictable or slow\n[YEL]Projectile Attacks[CLR]. It's very [YEL]Unsafe on Blocked[CLR], so don't use this attack recklessly."
11781Tut_Scorpion_Desc1B="[YEL]Amplify[CLR] [LBL]Hell Port[CLR] to launch your opponent for a [YEL]Kombo[CLR], letting you\ndeal significantly more damage after a successful hit at the cost of your\n[YEL]Offensive Gauge[CLR]. [YEL]Amplified[CLR] [LBL]Hell Port[CLR] is also [YEL]Safe on Block[CLR]."
11782Tut_Scorpion_Desc1C="[LBL]Hell Port[CLR] can be used in mid air to increase Scorpion's mobility.\nYou can use this attack to kounter an opponent that's trying to\nhit you with an [YEL]Anti Air Attack[CLR] while you're jumping."
11783Tut_Scorpion_Desc1D="You can end [LBL]Hell Port[CLR] early to quickly retreat backwards or switch sides without\nattacking. This is useful when an opponent is attempting to [YEL]Block[CLR] and [YEL]Punish[CLR]\n[LBL]Hell Port[CLR]; you can recover early and surprise them with a different attack."
11784Tut_Scorpion_Desc2="If Scorpion's [YEL]Spear[CLR] hits, it will [YEL]Knock Down[CLR] and switch sides with your\nopponent after pulling them in. Use this attack carefully as its longer\n[YEL]Recovery[CLR] makes it vulnerable on [YEL]Miss[CLR] or [YEL]Block[CLR], especially up close."
11785Tut_Scorpion_Desc2A="[YEL]Amplifying[CLR] [LBL]Spear[CLR] will [YEL]Stun[CLR] your opponent long enough to perform\na [YEL]Kombo[CLR] follow up with a quick attack. Remember that you can't\nstart a [YEL]Kombo[CLR] if [LBL]Spear[CLR] is interrupted by another [YEL]Projectile[CLR]."
11786Tut_Scorpion_Desc3A="Gut Slice is a [YEL]Mid Attack[CLR] that's great for controlling space in [YEL]Neutral[CLR]\nsituations. Most characters will have a harder time [YEL]Punishing[CLR] this attack\nwith a damaging [YEL]Kombo[CLR] if it's [YEL]Blocked[CLR] at its maximum range."
11787Tut_Scorpion_Desc3B="[LBL]Haunted[CLR] is an advancing [YEL]Kombo Attack String[CLR] that has two [YEL]Low Attacks[CLR].\nScorpion can [YEL]Special Canceled[CLR] after the second hit to start an extended\n[YEL]Kombo[CLR] with [LBL]Gut Slice[CLR], or use the full [YEL]String[CLR] as a damaging [YEL]Kombo[CLR] ender."
11788Tut_Scorpion_Desc4A="[LBL]Banished[CLR] has slight [YEL]Block Advantage[CLR]. Immediately follow up with your\nfastest attacks to put [YEL]Pressure[CLR] on your opponent when this attack is [YEL]Blocked[CLR]."
11789Tut_Scorpion_Desc4B="[LBL]Dark Soul[CLR] has significant [YEL]Block Advantage[CLR], which can help you create [YEL]Frame Traps[CLR].\nThere's a large [YEL]Gap[CLR] between the second and third attack when [YEL]Blocked[CLR],\ngiving your opponent a chance to interrupt you with a fast attack."
11790Tut_Scorpion_Desc5="[LBL]Flip Kick[CLR] is an [YEL]Overhead Attack[CLR] that has slower [YEL]Start Up[CLR], but is [YEL]Safe on Block[CLR].\nOn [YEL]Hit[CLR], it [YEL]Knocks Down[CLR] your opponent long enough to [YEL]Dash Forward[CLR]\nand [YEL]Pressure[CLR] them with another attack as they get up."
11791Tut_Scorpion_Desc6="[LBL]Rising Cut[CLR] is a [YEL]Mid Attack[CLR] followed by an [YEL]Overhead Attack[CLR] that is\n[YEL]Unsafe on Block[CLR]. This atttack has the best reach of Scorpion's [YEL]Basic Attacks[CLR],\nmaking it great for [YEL]Punished[CLR] missed attacks at mid range."
11792Tut_Scorpion_Desc7A="[LBL]Soulless[CLR] is Scorpion's only [YEL]Kombo Attack String[CLR] that starts with a\n[YEL]Low Attack[CLR], but it can be risky since every hit is [YEL]Unsafe On Block[CLR]."
11793Tut_Scorpion_Desc8="[LBL]Torment[CLR] starts with a fast [YEL]High Attack[CLR] and ends with a [YEL]Knockdown[CLR]\nthe keeps the oppoent close and gives significant [YEL]Frame Advantage[CLR].\nEach attack in this [YEL]Kombo Attack String[CLR] is [YEL]Safe On Block[CLR]."
11794Tut_Scorpion_Desc9="[LBL]Falling Ashes[CLR] starts with a [YEL]Mid Attack[CLR] with good range, and both attacks\nare [YEL]Safe on Block[CLR]. This attack can trigger a [YEL]Krushing Blow[CLR] that can\nbe [YEL]Special Canceled[CLR] if it interrupts an opponent's attack."
11795
11796Tut_Scorpion_2A="Perform a Kombo with Spear."
11797Tut_Scorpion_7B="Cancel Soulless early with Hell Port"
11798
11799Tut_ShaoKahn_Intro="ShaoKahn Intro"
11800Tut_ShaoKahn_Desc1="ShaoKahn Desc 1"
11801
11802Tut_Skarlet_Intro="Skarlet is most dangerous at mid to long range. She can use her\narsenal of vein and blood weapon attacks at their maximum\nrange to push opponents back to her ideal spacing."
11803Tut_Skarlet_Desc1="[LBL]Blood Ball[CLR] is a slower moving [YEL]Projectile[CLR] that's good for controlling space.\nThis attack has very high [YEL]Block Advantage[CLR] at longer range, giving you a\nchance to follow up with one of Skarlet's many other long range attacks."
11804Tut_Skarlet_Desc2A="[LBL]Bloodshot[CLR] is a faster moving [YEL]Projectile[CLR] that komplements her slower [LBL]Blood Ball[CLR]."
11805Tut_Skarlet_Desc2B="You can [YEL]Amplify[CLR] [LBL]Bloodshot[CLR] immediately after a successful hit to recover a\nsmall amount of health. This ability is useful during a long range [YEL]Projectile[CLR] battle\nor at the end of a [YEL]Kombo[CLR] when the opponent has more health than Skarlet."
11806Tut_Skarlet_Desc3="[LBL]Blood Tentacle[CLR] is a [YEL]Mid Attack[CLR] that can be directed to strike at different\ndistances. This attack is [YEL]Safe on Block[CLR], making it useful for causing\n[YEL]Block Damage[CLR] and pushing the opponent back to her ideal spacing."
11807Tut_Skarlet_Desc4="[LBL]Gore Glitch[CLR] is a [YEL]Low Projectile[CLR] that komplement Skarlet's other long range attacks.\nUse it to threaten opponents ducking under her [YEL]Blood Ball[CLR] and [YEL]Blood Strike[CLR]."
11808Tut_Skarlet_Desc5="[LBL]The End Is Nigh[CLR] can launch the opponent for an extended [YEL]Juggle Kombo[CLR] without\nspending any [YEL]Gauge[CLR]. The last attack is [YEL]Unsafe on Block[CLR], but the first two attacks are\n[YEL]Safe on Block[CLR]. You can [YEL]Hit Confirm[CLR] the last attack if you are careful with your inputs."
11809Tut_Skarlet_Desc6="The last hit of [LBL]Koagulation[CLR] has significant [YEL]Frame Advantage[CLR] on [YEL]Block[CLR]\nand pushes the opponent back. The first hit is a [YEL]High Attack[CLR] that can\nbe evaded by [YEL]Ducking[CLR], so don't use this attack too predictably."
11810Tut_Skarlet_Desc7="[LBL]Scythe Slam[CLR] is a Fast [YEL]Overhead Attack[CLR] with great range. While this\nattack is [YEL]Unsafe on Block[CLR] at close range, Skarlet cannot be [YEL]Punished[CLR]\nby most attacks if her scythe connects at its maximum range."
11811Tut_Skarlet_Desc8="[LBL]Reaching Whip[CLR] is a [YEL]Low Attack[CLR] with excellent range. Much like [LBL]Scythe Slam[CLR],\nthis attack is difficult to [YEL]Punish[CLR] when [YEL]Blocked[CLR] at its maximum range."
11812Tut_Skarlet_Desc9="[LBL]Bleeding[CLR] starts with an advancing [YEL]Mid Attack[CLR], followed by a\n[YEL]Low Attack[CLR] that is [YEL]Safe on Block[CLR]. You can [YEL]Special Cancel[CLR]\nthe last attack to extend a [YEL]Kombo[CLR] or add [YEL]Block Damage[CLR]."
11813Tut_Skarlet_Desc10="[LBL]Simple Slaughter[CLR] starts with a fast [YEL]Low Attack[CLR], followed by an attack\nthat is [YEL]Safe on Block[CLR]. If this [YEL]Kombo Attack String[CLR] hits when the\nopponent is in the [YEL]Korner[CLR], it can start a [YEL]Juggle Kombo[CLR]."
11814Tut_Skarlet_Desc11="[LBL]Krack the Whip[CLR] is a [YEL]High Attack[CLR] with great range that can [YEL]Knock Down[CLR]\non hit, or safely push back an opponent on [YEL]Block[CLR]. [YEL]Special Cancel[CLR] this\nattack into [YEL]Blood Tentacle[CLR] for extra [YEL]Block Damage[CLR] at max range."
11815
11816Tut_Skarlet_2B="immediately after the projectile hits"
11817
11818Tut_Sonya_Intro="Sonya is rewarded when she plays aggressively and gets in the opponent's face.\nShe has a many moves that let her [YEL]Mix Up[CLR] her opponent with [YEL]Overhead[CLR] and\n[YEL]Low Attacks[CLR] that can be risky, but lead to damaging [YEL]Kombo[CLR] opportunities."
11819Tut_Sonya_Desc1A="[LBL]Energy Rings[CLR] is a [YEL]High Projectile Attack[CLR] with fast [YEL]Start Up[CLR]\nthat is [YEL]Safe[CLR] if it's [YEL]Blocked[CLR] at mid to long range."
11820Tut_Sonya_Desc1B="[LBL]Energy Rings[CLR] can also be used in the air at attack an airborne opponent."
11821Tut_Sonya_Desc1C="[YEL]Amplify[CLR] [LBL]Energy Rings[CLR] to fire a second [YEL]Mid Projectile[CLR] that is [YEL]Safe on Block[CLR]\nagainst most characters. This attack is effective at dealing [YEL]Block Damage[CLR]\nand attack opponents that [YEL]Ducked[CLR] the first [YEL]Projectile[CLR]."
11822Tut_Sonya_Desc2A="[LBL]Leg Breaker[CLR] is a [YEL]Low Attack[CLR] that lets Sonya threaten her opponent\nwith a mix up any time she is in the [YEL]Neutral[CLR] or on the offense.\nThis attack is [YEL]Unsafe on Block[CLR], so don't use it too predictably."
11823Tut_Sonya_Desc2B="[YEL]Amplify[CLR] [LBL]Leg Breaker[CLR] to add extra damage and switch sides\nwith the opponent. If [LBL]Leg Breaker[CLR] hits an opponent that is\n[YEL]Blocking High[CLR], the [YEL]Amplified[CLR] attack will cause a [YEL]Krushing Blow[CLR]."
11824Tut_Sonya_Desc3A="[LBL]Air Control[CLR] is a very fast [YEL]Anti Air Attack[CLR] that's\neffective at hitting opponents directly above Sonya."
11825Tut_Sonya_Desc3B="[YEL]Amplify[CLR] [LBL]Air Control[CLR] to add significant damage to the attack. If [LBL]Air Control[CLR]\ninterrupts an opponent during a [YEL]Jumping Attack[CLR], the [YEL]Amplified[CLR] attack\nwill cause a [YEL]Krushing Blow[CLR] that can lead to a devastating [YEL]Juggle Kombo[CLR]."
11826Tut_Sonya_Desc4="[LBL]Overwatch[CLR] starts with a very fast advancing [YEL]High Attack[CLR] and ends with a [YEL]Launching[CLR]\nattack that can start a [YEL]Juggle Kombo[CLR] without using [YEL]Offensive Guage[CLR]. The second attack\nis an [YEL]Overhead[CLR], leading to mix up opportunities. Each attack is [YEL]Unsafe on Block[CLR]."
11827Tut_Sonya_Desc5="[LBL]Shoot And Scoot[CLR] substitutes the [YEL]Overhead Attack[CLR] in\n[LBL]Overwatch[CLR] with a [YEL]Safe[CLR], [YEL]Low Attack[CLR]. Use these two\n[YEL]Kombo Attacks[CLR] to keep a [YEL]Blocking[CLR] opponent guessing."
11828Tut_Sonya_Desc6="[LBL]HOOAH[CLR] starts with a fast [YEL]Mid Attack[CLR] and ends in a [YEL]Safe Overhead Attack[CLR]\nthat puts the opponent into a long [YEL]Knockdown[CLR], letting Sonya\n[YEL]Dash[CLR] in and apply [YEL]Pressure[CLR] as the opponent gets up."
11829Tut_Sonya_Desc7="Perform [LBL]Under Siege[CLR] to substitute the [YEL]Overhead Attack[CLR]\nin [LBL]HOOAH[CLR] with a [YEL]Low Attack[CLR] that can be difficult to react to.\nThis attack is easily [YEL]Punished[CLR] if [YEL]Blocked[CLR]."
11830Tut_Sonya_Desc8="[LBL]Last Patrol[CLR] is a [YEL]Kombo Attack[CLR] that starts with an advancing [YEL]Low Attack[CLR]\nwith great range. The last hit is a [YEL]Mid Attack[CLR] that is [YEL]Safe on Block[CLR]."
11831Tut_Sonya_Desc9="[LBL]Vendetta[CLR] is [YEL]Safe on Block[CLR] and starts with a very fast [YEL]Mid Attack[CLR]."
11832
11833Tut_Terminas_Intro="Geras is a brawler that uses a mix of mid range strikes and\ngrapples to keep his opponents in check. Geras can equip\ndifferent [YEL]Abilities[CLR] to drastically change his playstyle."
11834Tut_Terminas_Desc1="[LBL]Temporal Advantage[CLR] locks the opponent in place for a short time,\nallowing Geras to [YEL]Kombo[CLR] into additional attacks. This attack costs half of\nyour [YEL]Offensive Guage[CLR] to perform, and cannot be [YEL]Special Canceled[CLR] into."
11835Tut_Terminas_Desc2="[LBL]Sand Trap[CLR] is a [YEL]Low Projectile[CLR] that can be aimed to hit different\ndistances, and is useful for attacking mobile opponents. This attack\nwill cause a [YEL]Krushing Blow[CLR] if it hits an opponent that is [YEL]Blocking High[CLR]."
11836Tut_Terminas_Desc3="[LBL]Big Fist[CLR] is a [YEL]High Attack[CLR] that is difficult to [YEL]Punish[CLR]\non [YEL]Block[CLR]. This attack will cause a [YEL]Krushing Blow[CLR]\nif it interrupts two attacks in a row."
11837Tut_Terminas_Desc4A="[LBL]Titan Tackle[CLR] is an [YEL]Unblockable Throw Attack[CLR] with\ngreat range. Hold [BP] to increase the distance that\nGeras carries to opponent toward the [YEL]Korner[CLR]."
11838Tut_Terminas_Desc4B="If Geras is close enough to the [YEL]Korner[CLR] while carrying\nthe opponent with [LBL]Titan Tackle[CLR], he will perform an\nadditional wall attack that deals extra damage."
11839Tut_Terminas_Desc5="[LBL]Dangerous Chronology[CLR] starts with a fast, advancing [YEL]Mid Attack[CLR], followed\nby a mid range [YEL]Projectile[CLR] that is difficult to [YEL]Punish[CLR]. If the second attack\nhits up close, Geras can kontinue into a damaging leg grab."
11840Tut_Terminas_Desc6="The last hit of [LBL]Matter of Time[CLR] is [YEL]Safe on Block[CLR], and will [YEL]Launch[CLR] the\nopponent for a [YEL]Juggle Kombo[CLR] if it hits an opponent in the [YEL]Korner[CLR]."
11841Tut_Terminas_Desc7A="[LBL]Shoulder Charge[CLR] is an [YEL]Advancing Mid Attack[CLR] with\ngreat range and quick [YEL]Start Up[CLR]. This attack is [YEL]Safe on Block[CLR]\nif it connects at its maximum range."
11842Tut_Terminas_Desc7B="Kontinue [LBL]Shoulder Charge[CLR] into [LBL]Xuid & Guid[CLR] to\n[YEL]Knock Down[CLR] and switch sides with your opponent. This\n[YEL]Kombo Attack[CLR] can be [YEL]Punished[CLR] by a [YEL]Blocking[CLR] opponent."
11843Tut_Terminas_Desc8="[LBL]Ripple in Time[CLR] starts with a fast, advancing\n[YEL]Mid Attack[CLR]. The second attack is [YEL]Safe on Block[CLR]."
11844Tut_Terminas_Desc9="[LBL]Out Of Time[CLR] is a damaging [YEL]Kombo Attack[CLR] that is difficult to\n[YEL]Punish on Block[CLR]. You can create a [YEL]Mix Up[CLR] by substituting the\nthird [YEL]Overhead Attack[CLR] for [LBL]Sand Trap[CLR] to hit [YEL]Low[CLR] instead."
11845
11846Tut_Terminas_1="Perform a Kombo after locking the opponent with Temporal Advantage"
11847Tut_Terminas_4A="Carry your opponent the maximum distance with Titan Tackle"
11848Tut_Terminas_4B="Carry your opponent into the Korner with Titan Tackle"
11849Tut_Terminas_4B_Input="when the opponent in near the Korner"
11850
11851Tut_Subzero_Intro="Sub Zero's signature [LBL]Iceball[CLR] and [LBL]Slide[CLR] give him answers to opponent\nattacking with [YEL]Projectiles[CLR] at a distance. Up close, he can [YEL]Mix Up[CLR]\n[YEL]Overhead[CLR] and [YEL]Low Attacks[CLR] that lead to a vortex of [YEL]Kombos[CLR]."
11852Tut_Subzero_Desc1A="[LBL]Slide[CLR] has a very fast [YEL]Start Up[CLR] and can pass under [YEL]High Attacks[CLR], allowing\nSub Zero to [YEL]Punish[CLR] opponent's that are predictably throwing [YEL]Projectiles[CLR].\nRemember that [LBL]Slide[CLR] can be easily [YEL]Punished[CLR] when [YEL]Blocked[CLR]."
11853Tut_Subzero_Desc1B="[YEL]Amplify[CLR] [LBL]Slide[CLR] to switch sides with your opponent and deal\nsignificantly more damage. The extra damage can be valuable when\n[LBL]Slide[CLR] hits on its own in [YEL]Neutral[CLR] situations or as part of a [YEL]Kombo[CLR]."
11854Tut_Subzero_Desc2A="[LBL]Ice Ball[CLR] can freeze opponents for a [YEL]Kombo[CLR] follow up, making it useful for\nattacking opponents a range or extending [YEL]Kombos[CLR] up close. Use [LBL]Iceball[CLR]\ncarefully in [YEL]Neutral[CLR] situations, it's slow [YEL]Start Up[CLR] can leave [YEL]Sub Zero[CLR] vulnerable."
11855Tut_Subzero_Desc2B="[LBL]Ice Ball[CLR] can start a [YEL]Kombo[CLR] after a [YEL]Tradeing[CLR] hits with an opponent's [YEL]Projectile[CLR].\nYou may take some damage from the incoming attack, but you can usually\ndeal significantly more damage to your opponent while they're frozen."
11856Tut_Subzero_Desc3A="[LBL]Axe Bash[CLR] has fast [YEL]Start Up[CLR], excellent range, and it's [YEL]Safe on Block[CLR],\nmaking it a powerful tool in [YEL]Neutral[CLR] situations. This move\nis a [YEL]High Attack[CLR], so it can be evaded by [YEL]Ducking[CLR]."
11857Tut_Subzero_Desc3B="The last hit of [LBL]Frozen Over[CLR] is [YEL]Safe on Block[CLR]. You can [YEL]Special Cancel[CLR]\nthe second hit into [LBL]Ice Ball[CLR] to start an extended [YEL]Kombo[CLR] at Mid Range."
11858Tut_Subzero_Desc4A="[LBL]Double Axe Slam[CLR] is an [YEL]Overhead Attack[CLR] that has fast [YEL]Start Up[CLR],\ngreat range, and is [YEL]Safe on Block[CLR]. [YEL]Special Canceled[CLR] this attack into [LBL]Ice Ball[CLR] to\nstart an extended [YEL]Kombo[CLR] with an [YEL]Overhead Attack[CLR]."
11859Tut_Subzero_Desc4B="Follow [LBL]Double Axe Slam[CLR] with [LBL]Final Draw[CLR] for a simple,\ndamaging [YEL]Kombo[CLR] that is [YEL]Unsafe on Block[CLR]."
11860Tut_Subzero_Desc5="[LBL]Frosty[CLR] is a [YEL]Kombo Attack String[CLR] that starts with a fast, advancing\n[YEL]Low Attack[CLR] and every hit is [YEL]Safe on Block[CLR]. Sub Zero can [YEL]Special Cancel[CLR]\ninto [LBL]Ice Ball[CLR] after the second hit for an extended [YEL]Kombo[CLR]."
11861Tut_Subzero_Desc6A="[LBL]Rising Axe[CLR] has good range, covers a wide area, and is [YEL]Safe on Block[CLR].\nThis [YEL]Mid Attack[CLR] is effective against grounded or airborne opponents."
11862Tut_Subzero_Desc6B="Kontinue [LBL]Rising Axe[CLR] into [LBL]Unchained[CLR] for an\nadditional advancing attack that is [YEL]Safe on Block[CLR]."
11863Tut_Subzero_Desc7="[LBL]Brutal Kick[CLR] is a [YEL]Mid Attack[CLR] with that starts with a run, giving\nthis attack fantastic range. This attack has [YEL]Frame Advantage[CLR]\non [YEL]Block[CLR] and will knock the opponent back on hit."
11864
11865Tut_Subzero_1A="Use Slide to Attack the opponent while evading their Projectile."
11866Tut_Subzero_2A="Perform a Kombo with Iceball."
11867
11868
11869[Ladder.UI]
11870NA=N/A
11871Empty=
11872PointFormat={totalCount:%s} x {valuePerCount:%s} pts
11873PointsPostFix=" pts"
11874coinsPointPostFix=" koins"
11875EndlessChallengeGoalDesc={number:%s} WINS
11876NormalChallengeGoalDesc={number:%s} pts
11877TotalWins=WINS
11878TotalLosses=LOSSES
11879TotalSkips=SKIP FIGHTS
11880HealthRemaining=HEALTH REMAINING
11881TimeRemaining=TIME REMAINING
11882NoLosses=NO LOSSES
11883DifficultyMultiplier=DIFFICULTY MULTIPLIER
11884BrutalDifficultyMultiplier=BRUTAL DIFFICULTY BONUS
11885LadderKonsumableBonus=TOWER KONSUMABLE USED
11886MatchKonsumable=MATCH KONSUMABLES
11887Opponent=OPPONENT
11888Modifiers=MODIFIERS
11889Challenges=BONUS CHALLENGES
11890DragonChallenge=DRAGON CHALLENGE
11891DragonChallengeRewardPrompt=DRAGON CHALLENGE x {count:%u}
11892LevelInteraction=ENVIRONMENTAL INTERACTIONS
11893XRay=FATAL BLOWS
11894XRayWins=FATAL BLOW WINS
11895PerfectMatch=FLAWLESS VICTORIES
11896ChallengesCompleted=CHALLENGES KOMPLETED
11897SpeedBonus=SPEED BONUS
11898TotalGuildPoints=REWARDED GUILD POINTS
11899Fatalities=FATALITIES
11900Brutalities=BRUTALITIES
11901Mercies=MERCIES
11902AIFighterReduction=AUTO FIGHTER MULTIPLIER
11903SkipFightUsed=SKIP FIGHT USED
11904
11905WinMatchSurvivorHealthMsg=WIN: +{value:%g}%% HEALTH
11906SupermoveSurvivorHealthMsg=FATAL BLOW: +{value:%g}%% HEALTH
11907LevelTransitionSurvivorHealthMsg=TRANSITION: +{value:%g}%% HEALTH
11908WinClashSurvivorHealthMsg=WIN CLASH: +{value:%g}%% HEALTH
11909UseAnInteractionSurvivorHealthMsg=INTERACTION: +{value:%g}%% HEALTH
11910ConnectAThrowSurvivorHealthMsg=THROW: +{value:%g}%% HEALTH
11911
11912MultiverseTest=Words About Sonya Blade
11913BarakaSidekick="Baraka can be called in to assist during the battle.\nMove [RThumb] in any direction when the CHARACTER ICON is full."
11914MkDaySubZeroTower="Sub Zero will assist you throughout the tower. Move the [RThumb] in any direction to summon Sub Zero."
11915
11916
11917[Ladder.Challenges.Names]
11918SMC_NO_SPEC=No SPECIAL MOVES for the whole match
11919SMC_1INT=Use 1 ENVIRONMENTAL INTERACTION
11920SMC_2INT=Use 2 ENVIRONMENTAL INTERACTIONS
11921SMC_3INT=Use 3 ENVIRONMENTAL INTERACTIONS
11922SMC_4INT=Use 4 ENVIRONMENTAL INTERACTIONS
11923SMC_5INT=Use 5 ENVIRONMENTAL INTERACTIONS
11924SMC_1SUPER=Land 1 FATAL BLOW
11925SMC_2SUPER=Land 2 FATAL BLOWS
11926SMC_1DASHROLL=Perform 1 ROLL ESCAPE
11927SMC_2DASHROLL=Perform 2 ROLL ESCAPES
11928SMC_3DASHROLL=Perform 3 ROLL ESCAPES
11929SMC_NO_JUMPATK=Win without using any JUMP ATTACKS
11930SMC_NO_EVADES=Win without using any ESCAPES
11931SMC_NO_LIGHTATK=Win without using any LIGHT ATTACKS
11932SMC_NO_MEDIUMATK=Win without using any MEDIUM ATTACKS
11933SMC_NO_HARDATK=Win without using any HARD ATTACKS
11934SMC_NO_GIMMICK=Win without using your CHARACTER POWER
11935SMC_NO_INTERACTION=Win without using any ENVIRONMENTAL INTERACTIONS
11936SMC_NO_TRANSITION=Win without using ARENA TRANSITIONS
11937SMC_NO_DASH=Win without DASHING
11938SMC_NO_SUPERMOVE=Don't perform a FATAL BLOW
11939SMC_DB_FLAW=Take NO DAMAGE
11940SMC_1SPEC=Land 1 SPECIAL MOVE
11941SMC_2SPEC=Land 2 SPECIAL MOVES
11942SMC_3SPEC=Land 3 SPECIAL MOVES
11943SMC_4SPEC=Land 4 SPECIAL MOVES
11944SMC_5SPEC=Land 5 SPECIAL MOVES
11945SMC_6SPEC=Land 6 SPECIAL MOVES
11946SMC_7SPEC=Land 7 SPECIAL MOVES
11947SMC_8SPEC=Land 8 SPECIAL MOVES
11948SMC_9SPEC=Land 9 SPECIAL MOVES
11949SMC_10SPEC=Land 10 SPECIAL MOVES
11950SMC_1ESPEC=Land 1 AMPLIFIED SPECIAL MOVE
11951SMC_2ESPEC=Land 2 AMPLIFIED SPECIAL MOVES
11952SMC_3ESPEC=Land 3 AMPLIFIED SPECIAL MOVES
11953SMC_4ESPEC=Land 4 AMPLIFIED SPECIAL MOVES
11954SMC_5ESPEC=Land 5 AMPLIFIED SPECIAL MOVES
11955SMC_6ESPEC=Land 6 AMPLIFIED SPECIAL MOVES
11956SMC_7ESPEC=Land 7 AMPLIFIED SPECIAL MOVES
11957SMC_8ESPEC=Land 8 AMPLIFIED SPECIAL MOVES
11958SMC_2SWEEP=Land 2 SWEEP ATTACKS
11959SMC_3SWEEP=Land 3 SWEEP ATTACKS
11960SMC_4SWEEP=Land 4 SWEEP ATTACKS
11961SMC_5SWEEP=Land 5 SWEEP ATTACKS
11962SMC_6SWEEP=Land 6 SWEEP ATTACKS
11963SMC_7SWEEP=Land 7 SWEEP ATTACKS
11964SMC_8SWEEP=Land 8 SWEEP ATTACKS
11965SMC_9SWEEP=Land 9 SWEEP ATTACKS
11966SMC_10SWEEP=Land 10 SWEEP ATTACKS
11967SMC_1UPPER=Land 1 UPPERCUT
11968SMC_2UPPER=Land 2 UPPERCUTS
11969SMC_3UPPER=Land 3 UPPERCUTS
11970SMC_4UPPER=Land 4 UPPERCUTS
11971SMC_5UPPER=Land 5 UPPERCUTS
11972SMC_2LIGHT_ATT=Land 2 FRONT ATTACKS
11973SMC_3LIGHT_ATT=Land 3 FRONT ATTACKS
11974SMC_4LIGHT_ATT=Land 4 FRONT ATTACKS
11975SMC_5LIGHT_ATT=Land 5 FRONT ATTACKS
11976SMC_6LIGHT_ATT=Land 6 FRONT ATTACKS
11977SMC_7LIGHT_ATT=Land 7 FRONT ATTACKS
11978SMC_8LIGHT_ATT=Land 8 FRONT ATTACKS
11979SMC_9LIGHT_ATT=Land 9 FRONT PUNCH ATTACKS
11980SMC_10LIGHT_ATT=Land 10 LIGHT ATTACKS
11981SMC_2MED_ATT=Land 2 BACK PUNCH ATTACKS
11982SMC_3MED_ATT=Land 3 BACK PUNCH ATTACKS
11983SMC_4MED_ATT=Land 4 BACK PUNCH ATTACKS
11984SMC_5MED_ATT=Land 5 BACK PUNCH ATTACKS
11985SMC_6MED_ATT=Land 6 BACK PUNCH ATTACKS
11986SMC_7MED_ATT=Land 7 BACK PUNCH ATTACKS
11987SMC_8MED_ATT=Land 8 BACK PUNCH ATTACKS
11988SMC_9MED_ATT=Land 9 BACK PUNCH ATTACKS
11989SMC_10MED_ATT=Land 10 BACK PUNCH ATTACKS
11990SMC_2HARD_ATT=Land 2 FRONT KICK ATTACKS
11991SMC_3HARD_ATT=Land 3 FRONT KICK ATTACKS
11992SMC_4HARD_ATT=Land 4 FRONT KICK ATTACKS
11993SMC_5HARD_ATT=Land 5 FRONT KICK ATTACKS
11994SMC_6HARD_ATT=Land 6 FRONT KICK ATTACKS
11995SMC_7HARD_ATT=Land 7 FRONT KICK ATTACKS
11996SMC_8HARD_ATT=Land 8 FRONT KICK ATTACKS
11997SMC_9HARD_ATT=Land 9 FRONT KICK ATTACKS
11998SMC_10HARD_ATT=Land 10 HEAVY ATTACKS
11999SMC_1THRW=Land 1 THROW
12000SMC_2THRW=Land 2 THROWS
12001SMC_3THRW=Land 3 THROWS
12002SMC_4THRW=Land 4 THROWS
12003SMC_5THRW=Land 5 THROWS
12004SMC_1JUMPATK=Land 1 JUMP ATTACK
12005SMC_2JUMPATK=Land 2 JUMP ATTACKS
12006SMC_3JUMPATK=Land 3 JUMP ATTACKS
12007SMC_4JUMPATK=Land 4 JUMP ATTACKS
12008SMC_5JUMPATK=Land 5 JUMP ATTACKS
12009SMC_6JUMPATK=Land 6 JUMP ATTACKS
12010SMC_7JUMPATK=Land 7 JUMP ATTACKS
12011SMC_8JUMPATK=Land 8 JUMP ATTACKS
12012SMC_9JUMPATK=Land 9 JUMP ATTACKS
12013SMC_10JUMPATK=Land 10 JUMP ATTACKS
12014SMC_1DK_ATT=Land 1 DUCKING ATTACK
12015SMC_2DK_ATT=Land 2 DUCKING ATTACKS
12016SMC_3DK_ATT=Land 3 DUCKING ATTACKS
12017SMC_4DK_ATT=Land 4 DUCKING ATTACKS
12018SMC_5DK_ATT=Land 5 DUCKING ATTACKS
12019SMC_6DK_ATT=Land 6 DUCKING ATTACKS
12020SMC_7DK_ATT=Land 7 DUCKING ATTACKS
12021SMC_8DK_ATT=Land 8 DUCKING ATTACKS
12022SMC_9DK_ATT=Land 9 DUCKING ATTACKS
12023SMC_10DK_ATT=Land 10 DUCKING ATTACKS
12024SMC_80USEC=Win the match in UNDER 120 SECONDS
12025SMC_70USEC=Win the match in UNDER 110 SECONDS
12026SMC_60USEC=Win the match in UNDER 100 SECONDS
12027SMC_50USEC=Win the match in UNDER 90 SECONDS
12028SMC_40USEC=Win the match in UNDER 80 SECONDS
12029SMC_30USEC=Win the match in UNDER 70 SECONDS
12030SMC_1GIMMICK=Use your CHARACTER POWER 1 time
12031SMC_2GIMMICK=Use your CHARACTER POWER 2 times
12032SMC_3GIMMICK=Use your CHARACTER POWER 3 times
12033SMC_1BLOCKESCAPE=Perform 1 BLOCK ESCAPE
12034SMC_2BLOCKESCAPE=Perform 2 BLOCK ESCAPES
12035SMC_3BLOCKESCAPE=Perform 3 BLOCK ESCAPES
12036SMC_2BOUNCES=Land 2 BOUNCE ATTACKS
12037SMC_3BOUNCES=Land 3 BOUNCE ATTACKS
12038SMC_4BOUNCES=Land 4 BOUNCE ATTACKS
12039SMC_5BOUNCES=Land 5 BOUNCE ATTACKS
12040SMC_1WAKEUP=Perform 1 GETUP ATTACK
12041SMC_2WAKEUP=Perform 2 GETUP ATTACKS
12042SMC_1REVERSAL=Perform 1 REVERSAL ATTACK
12043SMC_2REVERSAL=Perform 2 REVERSAL ATTACKS
12044SMC_3REVERSAL=Perform 3 REVERSAL ATTACKS
12045SMC_4REVERSAL=Perform 4 REVERSAL ATTACKS
12046SMC_5REVERSAL=Perform 5 REVERSAL ATTACKS
12047SMC_NO_BLK=Don't BLOCK
12048SMC_NO_JUMP=Don't JUMP
12049SMC_NO_DUCK=Don't DUCK
12050SMC_NO_UPPER=Don't perform an UPPERCUT
12051SMC_NO_METER=Don't spend any METER
12052
12053[TestYourLuck]
12054ScreenTitle=TEST YOUR LUCK
12055ConfirmOpponent=CONFIRM OPPONENT
12056ConfirmMod=CONFIRM MODIFIER
12057ConfirmMods=CONFIRM MODIFIERS
12058ConfirmReward=CONFIRM REWARD
12059PipNone=""
12060PipP1=P1
12061PipP2=P2
12062PipAll=ALL
12063
12064[Training]
12065StepForward=Test
12066
12067[ModifierTypeName]
12068None=NONE
12069Blood=BLOOD
12070Chaos=CHAOS
12071Dark=DARK
12072Electric=ELECTRIC
12073Energy=ENERGY
12074Fire=FIRE
12075Ice=ICE
12076Magic=MAGIC
12077Physical=PHYSICAL
12078Poison=POISON
12079
12080[Modifier.Title]
12081AcidRain=ACID RAIN
12082AirStrike=SPECIAL FORCES CARPET BOMB
12083Alive=ALIVE
12084Armor=ARMORED
12085BadDucking=BAD DUCKING
12086BadJumping=BAD JUMPING
12087BadLowGround=BAD LOW GROUND
12088BadSpecial=BAD SPECIAL
12089BagOfTricks=BAG OF TRICKS
12090BeachBall=BEACH BALL
12091Bleeding=BLEEDING
12092BlockingDisabled=BLOCKING DISABLED
12093Bloodbath=BLOODBATH
12094BloodFloor=BLOOD FLOOR
12095BloodStorm=BLOOD STORM
12096BreakersDisabled=BREAKERS DISABLED
12097BrutalityKombat=BRUTALITY KOMBAT
12098BuffedUp=GROWING STRONGER
12099ChaosStorm=CHAOS STORM
12100Confused=CONFUSED
12101CoordinatesReceived=LEX SATELLITES
12102CurseOfDeath=CURSE OF DEATH
12103CurseOfSloth=CURSE OF SLOTH
12104Danger=LOW HEALTH
12105DarkKombat=IN THE DARK
12106DarkAura=DARK AURA
12107DarkStorm=DARK STORM
12108DeadHands=GRUNDY ASSIST
12109DeflectedGlaive=DEFLECTED GLAIVES
12110Disoriented=DISORIENTED
12111DoubleDamage=DOUBLE DAMAGE
12112Earthshaker=EARTHSHAKER
12113Earthquake=WORLD ENGINE
12114EasilyWounded=EASILY WOUNDED
12115ElectricFists=ELECTRIC GUANTLETS
12116ElectricFloor=ELECTRIC FLOORS
12117ElectricRockets=LEX ROCKETS E12
12118ElectricStorm=ELECTRIC STORM
12119EnergyFists=ENERGY FISTS
12120EnergyFloor=ENERGY FLOOR
12121EnergyStorm=ENERGY STORM
12122FallingBombs=FALLING BOMBS
12123Fire=COMBUSTION
12124FireFists=FIRE GUANTLETS
12125FireRockets=LEX ROCKETS F171
12126FireStorm=FIRE STORM
12127FleetFooted=FLEET FOOTED
12128FloorOfFlame=FIRE PILLARS
12129Frostbite=FROSTBITE
12130FrostTouch=ICE GUANTLETS
12131FullArmor=FULL ARMOR
12132FullReflectArmor=REFLECT ARMOR (FULL)
12133GiftOfArmor=GIFT OF ARMOR
12134GiftOfDeath=GIFT OF DEATH
12135GiftOfEnergy=GIFT OF ENERGY
12136GiftOfHaste=GIFT OF HASTE
12137GiftOfHealth=GIFT OF HEALTH
12138GiftOfRandom=GIFT OF RANDOM
12139GiftOfSloth=GIFT OF SLOTH
12140GiftOfSuper=GIFT OF SUPER
12141GodFists=GOD FISTS
12142GroundSpikes=GROUND SPIKES
12143GroundBlade=GROUND BLADE
12144GunAttacksUp=ARMOR PIERCING ROUNDS
12145HandToHandKombat=HAND TO HAND KOMBAT
12146HealthDegen=HEALTH DEGENERATION
12147HealthRegen=HEALTH REGENERATION
12148HeavyHitter=HEAVY HITTER
12149HighGround=HIGH GROUND
12150HydroAssist=HYDRO ASSIST
12151HyperKombat=HYPER KOMBAT
12152IceRockets=ICE ROCKETS
12153IceFists=ICE FISTS
12154IceFloor=ICE FLOOR
12155IceStorm=ICE STORM
12156InfiniteSuperMeter=INFINITE SUPER METER
12157InfiniteTimer=INFINITE TIMER
12158InstantHealth=INSTANT HEALTH
12159InstantSloth=INSTANT SLOTH
12160InvertedBlocking=INVERTED BLOCKING
12161JuggleKombat=JUGGLE KOMBAT
12162JumpKombat=JUMP KOMBAT
12163CloseKombat=CLOSE KOMBAT
12164KoinKombat=KOIN KOMBAT
12165NoKombos=NO KOMBOS
12166Landmines=LANDMINES
12167LetTheBodiesHitFloor=LET THE BODIES HIT THE FLOOR
12168BlueLightningStrikes=BLUE LIGHTNING STRIKES
12169RedLightningStrikes=RED LIGHTNING STRIKES
12170OrangeLightningStrikes=ORANGE LIGHTNING STRIKES
12171YellowLightningStrikes=YELLOW LIGHTNING STRIKES
12172BlackLightningStrikes=BLACK LIGHTNING STRIKES
12173LimitedTime_45=45 SECOND TIMER
12174LockOn=LOCK ON
12175MagicFists=MAGIC FISTS
12176MagicFloor=
12177MagicStorm=MAGIC STORM
12178MagneticFloor=MAGNETIC FLOOR
12179MeteorKombat=METEOR KOMBAT
12180Molasses=MOLASSES
12181HighJump=HIGH JUMP
12182Narcolepsy=NARCOLEPSY
12183NinjaKombat=NINJA KOMBAT
12184NoBlocking=NO BLOCKING
12185NoBreakers=NO BREAKERS
12186NoDashing=NO DASHING
12187NoEnhancedSpecials=NO AMPLIFIED SPECIALS
12188NoJumping=NO JUMPING
12189NoSpecials=NO SPECIALS
12190NoSuperMeter=NO SUPER METER
12191NoThrowing=NO THROWS
12192NoTurtles=NO TURTLES
12193NoXRays=NO FATAL BLOWS
12194Overpowered=OVERPOWERED
12195PanningLasers=PANNING LASERS
12196PeekABoo=PEEK A BOO
12197PillarsOfFlame=PILLARS OF FLAME
12198Poisoned=POISONED
12199PoisonFists=POISON FISTS
12200PoisonRockets=POISON ROCKETS
12201PoisonStorm=POISON STORM
12202PortalKombat=PORTAL KOMBAT
12203PowerfulInteracts=POWERFUL INTERACTS
12204PowerfulJumpKicks=POWERFUL JUMP KICKS
12205PowerStruggle=POWER STRUGGLE
12206Psychosis=PSYCHOSIS
12207QuickAboutIt=QUICK ABOUT IT
12208QuickUppercutRecovery=QUICK UPPERCUT RECOVERY
12209FallingIce=FALLING ICE
12210RainAssist=RAIN ASSIST
12211RainOfIce=RAIN OF ICE
12212ReptileAssist=REPTILE ASSIST
12213RayOfDeath=RAY OF DEATH
12214RayOfLife=RAY OF LIFE
12215RayOfSuper=RAY OF SUPER
12216ReflectArmorTemp=REFLECT ARMOR
12217SecurityLexOrbs=SECURITY ORBS
12218SFSecurityOrbs=SECURITY ORBS
12219SFSecurityTurrent=SECURITY TURRET
12220SFSecurityDrone=SECURITY DRONE
12221SlowMotion=SLOW MOTION
12222Solaris=SOLARIS
12223SuperDegen=SUPER DEGENERATION
12224SuperRegen=SUPER REGENERATION
12225TiltingWorld=TILTING WORLD
12226TimerDecrease=SHORT TIMER
12227TimerIncrease=LONG TIMER
12228TornadoKombat=TORNADO KOMBAT
12229ChipDamage=CHIP DAMAGE
12230Tornados=TORNADOS
12231TurboKombat=TURBO KOMBAT
12232UnblockableInteract=UNBLOCKABLE INTERACTS
12233VampireKombat=VAMPIRE KOMBAT
12234Weakened=WEAKENED
12235WetSpot=WET SPOT
12236Wrestling=WRESTLING
12237XrayInstKill=FATAL BLOW INSTANT KILL
12238YouAreSpecial=YOU ARE SPECIAL
12239ZombieKombat=ZOMBIE KOMBAT
12240DvorahPoisonOvipositors=
12241DvorahSpiderFood=
12242LiuKangFlowLikeWater=
12243KabalHookBleed=
12244CyraxBombsAssist=CYBER BOMBS
12245BoRaiChoAssist=ELDER GAS
12246
12247BloodTotem=BLOOD TOTEM
12248CyraxAssist=CYBER NET
12249ShinnokAssist=HAND OF THE ELDER GOD
12250TremorAssist=
12251TanyaAssist=
12252TakedaAssist=
12253SmokeAssist=
12254SektorAssist=
12255ReikoAssist=
12256QuanChiAssist=
12257OnyxAssist=
12258NitaraAssist=
12259MileenaAssist=
12260MeatAssist=
12261KungJinAssist=
12262HsuHaoAssist=
12263KenshiAssist=
12264ErmacAssist=
12265PoisonFloor=
12266DarkFloor=
12267ChaosFloor=
12268FireFloor=
12269BloodAura=
12270MagicAura=
12271EnergyAura=
12272PoisonAura=
12273ElectricAura=
12274ChaosAura=
12275FireAura=
12276IceAura=
12277BloodRockets=TEKUNIN VAMPIRIC MISSILES
12278MagicRockets=
12279EnergyRockets=
12280DarkRockets=
12281ChaosRockets=
12282BloodShield=
12283MagicShield=
12284EnergyShield=
12285PoisonShield=
12286DarkShield=
12287ElectricShield=
12288ChaosShield=
12289FireShield=
12290IceShield=
12291BloodFists=
12292DarkFists=
12293ChaosFists=
12294MagicTotem=
12295EnergyTotem=
12296PoisonTotem=
12297DarkTotem=
12298ElectricTotem=
12299ChaosTotem=
12300FireTotem=
12301
12302FirePool=
12303AcidPool=
12304GroundMines=
12305
12306Char_Baraka=Baraka
12307Char_Cassie=Cassie Cage
12308Char_Cetrion=Cetrion
12309Char_CyberFrost=Frost
12310Char_DVorah=D'Vorah
12311Char_ErronBlack=Erron Black
12312Char_Jacqui=Jacqui
12313Char_Jade=Jade
12314Char_Jax=Jax
12315Char_Cage=Johnny Cage
12316Char_Kabal=Kabal
12317Char_Kano=Kano
12318Char_Kitana=Kitana
12319Char_Kollector=Kollector
12320Char_Kotal=Kotal Kahn
12321Char_KungLao=Kung Lao
12322Char_LiuKang=Liu Kang
12323Char_Noob=Noob
12324Char_Raiden=Raiden
12325Char_Scorpion=Scorpion
12326Char_ShaoKahn=Shao Kahn
12327Char_Skarlet=Skarlet
12328Char_Sonya=Sonya
12329Char_SubZero=Sub Zero
12330Char_Terminas=Geras
12331Blank=???
12332
12333[Modifier.Description]
12334AcidRain=Clouds form above the fightline raining acid down ot the kombatants during the match.
12335AirStrike=A Special Forces jet soars over the fightline dropping bombs on the Kombatants during the match.
12336Alive=Players Start With Low Health And Regens Overtime
12337Armor=Kombatants start the match with armor that must be broken.
12338BadDucking=Don't Duck
12339BadJumping=Don't Jump
12340BadLowGround=Bad Low Ground
12341BadSpecial=Bad Special
12342BagOfTricks=Bag of Tricks
12343BeachBall=Kombatants take increased damage while juggled.
12344Bleeding=Bleeding
12345BlockingDisabled=Blocking is Disabled
12346Bloodbath=Hits cause bleeding and damage over time.
12347BloodFloor=Blood Floor
12348BloodStorm=Blood Storm
12349BreakersDisabled=Breakers are Disabled
12350BuffedUp=Buffed Up
12351ChaosStorm=Chaos Storm
12352Confused=
12353CoordinatesReceived=
12354CurseOfDeath=Curse Of Death
12355CurseOfSloth=Curse Of Sloth
12356Danger=
12357DarkKombat=Darkness Constantly Konsumes The Earth
12358DarkAura=Dark Aura
12359DarkStorm=Dark Storm
12360DeadHands=Grundy Assist
12361DeflectedGlaive=Deflected Glaives
12362Disoriented=
12363DoubleDamage=Players Do Double Damage On All Attacks
12364Earthshaker=Earthshaker
12365Earthquake=The World Engine Has Started Terraforming Earth's Atmosphere
12366EasilyWounded=
12367ElectricFists=Electric Fists
12368ElectricFloor=Electric Floors
12369ElectricRockets=Electric Rockets
12370ElectricStorm=Electric Storm
12371EnergyFists=Energy Fists
12372EnergyFloor=Energy Floor
12373EnergyStorm=Energy Storm
12374FallingBombs=Falling Bombs
12375Fire=
12376FireFists=Fire Fists
12377FireRockets=Fire Rockets
12378FireStorm=Fire Storm
12379FleetFooted=Fleet Footed
12380FloorOfFlame=Floor of Flame
12381Frostbite=Frostbite
12382FrostTouch=Frost Touch
12383FullArmor=
12384FullReflectArmor=
12385GiftOfArmor=Gift of Armor
12386GiftOfDeath=Gift of Death
12387GiftOfEnergy=Gift of Energy
12388GiftOfHaste=Gift of Haste
12389GiftOfHealth=Gift of Health
12390GiftOfRandom=Gift of Random
12391GiftOfSloth=Gift of Sloth
12392GiftOfSuper=Gift of Super
12393GodFists=God Fists
12394GroundSpikes=Ground Spikes
12395GroundBlade=Ground Blade
12396GunAttacksUp=Armor Piercing Rounds
12397HandToHandKombat=
12398HealthDegen=
12399HealthRegen=
12400HeavyHitter=
12401HighGround=
12402HydroAssist=Hydro Assist
12403HyperKombat=
12404IceRockets=Ice Rockets
12405IceFists=Ice Fists
12406IceFloor=Ice Floor
12407IceStorm=Ice Storm
12408InfiniteSuperMeter=
12409InfiniteTimer=
12410InstantHealth=Instant Health
12411InstantSloth=Instant Sloth
12412InvertedBlocking=
12413JuggleKombat=
12414JumpKombat=
12415CloseKombat=
12416KoinKombat=
12417NoKombos=
12418Landmines=
12419LetTheBodiesHitFloor=
12420BlueLightningStrikes=Blue Lightning Strikes
12421RedLightningStrikes=Red Lightning Strikes
12422OrangeLightningStrikes=Orange Lightning Strikes
12423YellowLightningStrikes=Yellow Lightning Strikes
12424BlackLightningStrikes=Black Lightning Strikes
12425LimitedTime_45=
12426LockOn=
12427MagicFists=Magic Fists
12428MagicFloor=Magic Floor
12429MagicStorm=Magic Storm
12430MagneticFloor=
12431MeteorKombat=Meteor Kombat
12432Molasses=Slow your foe to a crawl temporarily.
12433HighJump=
12434Narcolepsy=
12435NinjaKombat=
12436NoBlocking=
12437NoBreakers=
12438NoDashing=
12439NoEnhancedSpecials=
12440NoJumping=
12441NoSpecials=
12442NoSuperMeter=
12443NoThrowing=
12444NoTurtles=
12445NoXRays=No Fatal Blows
12446Overpowered=
12447PanningLasers=Panning Lasers
12448PeekABoo=
12449PillarsOfFlame=Pillars Of Flame
12450Poisoned=Take increasing damage over time. Land a 3 hit kombo to reset this damage.
12451PoisonFists=
12452PoisonRockets=
12453PoisonStorm=Poison Storm
12454PortalKombat=
12455PowerfulInteracts=
12456PowerfulJumpKicks=
12457Psychosis=
12458QuickAboutIt=
12459QuickUppercutRecovery=
12460FallingIce=
12461RainAssist=Rain Assist
12462RainOfIce=Rain Of Ice
12463ReptileAssist=Reptile Assist
12464RayOfDeath=
12465RayOfLife=
12466RayOfSuper=
12467ReflectArmorTemp=
12468SecurityLexOrbs=Security Orbs
12469SFSecurityOrbs=Security Orbs
12470SFSecurityTurrent=Security Turret
12471SFSecurityDrone=Security Drone
12472SlowMotion=
12473Solaris=Solaris
12474SuperDegen=
12475SuperRegen=
12476TiltingWorld=
12477TimerDecrease=
12478TimerIncrease=
12479TornadoKombat=
12480ChipDamage=
12481Tornados=Tornados
12482TurboKombat=
12483UnblockableInteract=
12484VampireKombat=
12485Weakened=
12486WetSpot=
12487Wrestling=
12488XrayInstKill=Fatal Blow Instantly kill
12489YouAreSpecial=
12490ZombieKombat=
12491DvorahPoisonOvipositors=
12492DvorahSpiderFood=
12493LiuKangFlowLikeWater=
12494KabalHookBleed=
12495CyraxBombsAssist=
12496BloodTotem=A Blood Totem rises up from the ground, draining health from nearby kombatants during the fight. Destroying totems recovers health.
12497CyraxAssist=A Cyber Lin Kuei Net targets kombatants during the fight.
12498ShinnokAssist=A skeleton hand targets kombatants during the fight.
12499TremorAssist=
12500TanyaAssist=
12501TakedaAssist=
12502SmokeAssist=
12503SektorAssist=
12504ReikoAssist=
12505QuanChiAssist=
12506OnyxAssist=
12507NitaraAssist=
12508MileenaAssist=
12509MeatAssist=
12510KungJinAssist=
12511HsuHaoAssist=
12512KenshiAssist=
12513ErmacAssist=
12514BoRaiChoAssist=
12515
12516PoisonFloor=
12517DarkFloor=
12518FireFloor=
12519BloodAura=
12520MagicAura=
12521EnergyAura=
12522PoisonAura=
12523ElectricAura=
12524ChaosAura=
12525FireAura=
12526IceAura=
12527BloodRockets=Vampiric Missiles target kombatants during the fight.
12528MagicRockets=
12529EnergyRockets=
12530DarkRockets=
12531ChaosRockets=
12532BloodShield=
12533MagicShield=
12534EnergyShield=
12535PoisonShield=
12536DarkShield=
12537ElectricShield=
12538ChaosShield=
12539FireShield=
12540IceShield=
12541BloodFists=
12542DarkFists=
12543ChaosFists=
12544ChaosFloor=
12545MagicTotem=
12546EnergyTotem=
12547PoisonTotem=
12548DarkTotem=
12549ElectricTotem=
12550ChaosTotem=
12551FireTotem=
12552FirePool=
12553AcidPool=
12554GroundMines=
12555
12556Char_Baraka=Baraka
12557Char_Cassie=Cassie Cage
12558Char_Cetrion=Cetrion
12559Char_CyberFrost=Frost
12560Char_DVorah=D'Vorah
12561Char_ErronBlack=Erron Black
12562Char_Jacqui=Jacqui
12563Char_Jade=Jade
12564Char_Jax=Jax
12565Char_Cage=Johnny Cage
12566Char_Kabal=Kabal
12567Char_Kano=Kano
12568Char_Kitana=Kitana
12569Char_Kollector=Kollector
12570Char_Kotal=Kotal Kahn
12571Char_KungLao=Kung Lao
12572Char_LiuKang=Liu Kang
12573Char_Noob=Noob
12574Char_Raiden=Raiden
12575Char_Scorpion=Scorpion
12576Char_ShaoKahn=Shao Kahn
12577Char_Skarlet=Skarlet
12578Char_Sonya=Sonya
12579Char_SubZero=Sub Zero
12580Char_Terminas=Geras
12581
12582
12583
12584[Portal.UI]
12585Requirements=REQUIREMENTS
12586Rewards=REWARDS
12587Bonuses=BONUS REWARDS
12588Locked=LOCKED
12589Unlocked=UNLOCKED
12590PortalQuest=PORTAL QUEST KOMPLETION
12591PortalRewards=PORTAL QUEST REWARDS
12592Unavaliable=UNAVAILABLE
12593Default=CLASSIC
12594Daily=DAILY
12595Hourly=HOURLY
12596Premier=PREMIER
12597PortalStageSubtitle={subtitle:%s} Stage {stageNum:%d}
12598PortalExpired=PORTAL {portal:%s} HAS EXPIRED
12599NextStage="CONGRATULATIONS!\nSTAGE {stageNum:%d} KOMPLETED"
12600CharacterStageCompleted="CONGRATULATIONS!\nSTAGE {stageNum:%d} KOMPLETED"
12601NoLeaderboardStanding=N/A
12602OutOfDate=TOWERS OF TIME HAS BEEN UPDATED. PLEASE WAIT WHILE WE RETRIEVE THE UPDATE&
12603NoPortalsAvaliable=TOWERS OF TIME UNAVAILABLE
12604ErrorRetrievingPortals=THERE WAS AN ERROR RETRIEVING THE TOWERS OF TIME. PLEASE TRY AGAIN LATER.
12605KlassicPortalEnterError=THERE WAS AN ERROR RETRIEVING KLASSIC TOWERS. NO SAVE DATA OR REWARDS WILL BE GIVEN OUT. DO YOU STILL WISH TO KONTINUE?
12606UnableToFindEvent=THE TOWER IS NO LONGER VALID
12607PortalSeasonExpired=PORTAL SEASON HAS FINISHED
12608PortalSeasonRewardTitle="CONGRATULATIONS YOU PLACED IN THE TOP {percentile:%d}% PERCENTILE\nFINAL RANK: {rank:%d}"
12609FirstTimeEnter="Welcome to the Towers of Time.\nEl Psy Congroo.\nTODO: Design update me. This shows up when you first enter towers of time"
12610FirstTutorialTowerPrompt="Welcome to the Towers of Time.\nAn ever changing environment with countless challenges and towers."
12611SecondTutorialTowerPrompt="This is the second tower.\nTODO: Design update me. This will show up after you complete the first tower and are highlighting the second tower."
12612ThirdTutorialTowerPrompt="This is the third tower.\nTODO: Design update me. This will show up after you complete the second tower and are highlighting the third tower."
12613FourthTutorialTowerPrompt="This is the fourth tower.\nIt is big and scary.\nTODO: Design update me. This will show up after you complete the third tower and are highlighting the fourth boss tower."
12614TutorialFinished="CONGRATULATIONS YOU FINISHED THE TUTORIAL"
12615Endless="
12616Boss=
12617RetrievingPortals=RETRIEVING TOWERS OF TIME&
12618UnlockCharDescription={character:%s} REQUIRED
12619UnlockCharLevelDescriptionWithChar=LEVEL {levelNum:%d} {character:%s} REQUIRED
12620UnlockCharLevelDescriptionAnyChar=LEVEL {level:%d} CHARACTER REQUIRED
12621UnlockCharLevelCharacterReason=DOES NOT MEET LEVEL REQUIREMENT ({level:%d})
12622UnlockCharQualityDescriptionWithChar={goalCount:%d} {qualityDes:%s} GEAR ITEMS REQUIRED FOR {charName:%s}
12623UnlockCharQualityDescriptionAnyChar={goalCount:%d} {qualityDes:%s} GEAR ITEMS REQUIRED FOR A CHARACTER
12624UnlockCharQualityCharacterReason=NO LOADOUT HAS {goalCount:%d} {qualityDes:%s} GEAR ITEMS
12625UnlockCharQualityLoadoutReason=LOADOUT REQUIRES {goalCount:%d} {qualityDes:%s} GEAR ITEMS
12626UnlockEventCompleteEventDescription={eventName:%s} TOWER MUST BE KOMPLETED
12627UnlockAnyEventCompleteEventDescription=KOMPLETE {event1Name:%s} OR {event2Name:%s}
12628UnlockEventWithGoldDescription=SPEND {credits:%s} CREDITS TO MEET REQUIREMENT
12629UnlockEventWithGoldDescriptionAttempt=SPEND {credits:%s} CREDITS PER ATTEMPT
12630UnlockEventWithGold=SPEND {amount:%s} KOINS?
12631UnlockEventWithSoul=SPEND {amount:%s} SOUL FRAGMENTS?
12632UnlockEventWithHeart=SPEND {amount:%s} HEARTS?
12633UnlockEventDescriptionWithGold={currentNum:%s}/{goalNum:%s} KOINS TO MEET REQUIREMENT
12634UnlockEventDescriptionWithSoul={currentNum:%s}/{goalNum:%s} SOUL FRAGMENTS TO MEET REQUIREMENT
12635UnlockEventDescriptionWithHeart={currentNum:%s}/{goalNum:%s} HEARTS TO MEET REQUIREMENT
12636UnlockEventAttemptDescriptionWithGold=SPEND {currentNum:%s}/{goalNum:%s} KOINS PER ATTEMPT
12637UnlockEventAttemptDescriptionWithSoul=SPEND {currentNum:%s}/{goalNum:%s} SOUL FRAGMENTS PER ATTEMPT
12638UnlockEventAttemptDescriptionWithHeart=SPEND {currentNum:%s}/{goalNum:%s} HEARTS PER ATTEMPT
12639LockEventUponTooManyAttemptsDescription=TOWER CAN ONLY BE ATTEMPTED {attemptsTaken:%d}/{totalAttempts:%d} TIMES
12640LockEventUponTooManyCompletionsDescription=TOWER CAN ONLY BE KOMPLETED {timesCompleted:%d}/{totalAttempts:%d} TIMES
12641LockEventUponTooManyAttemptsDescriptionLocked=TOWER HAS BEEN ATTEMPTED {attemptsTaken:%d}/{totalAttempts:%d} TIMES
12642LockEventUponTooManyCompletionsDescriptionLocked=TOWER HAS BEEN KOMPLETED {timesCompleted:%d}/{totalAttempts:%d} TIMES
12643ChallengeCompletedUnLockInfo=LOCKS WHEN OBJECTIVE IS COMPLETED
12644ChallengeCompletedUnLockInfoLocked=OBJECTIVE HAS BEEN MET
12645GlobalFightingStatDescriptionFormat ={currentNum:%s}/{goalNum:%s} {statDescription:%s}
12646TOTAL_WINS=TOTAL WINS WITH {charName:%s}
12647GenericCharLockReason=DOES NOT MEET CHARACTER REQUIRMENT
12648GenericCharLockReasonWithChar={character:%s} REQUIRED
12649;Custom Unlock Event Descriptions
12650UnlockEventXStatCountDescription={goalCount:%d} {description:%s} REQUIRED ON {characterName:%s}
12651UnlockEventXStatCountDescriptionAnyChar={goalCount:%d} {description:%s} REQUIRED ON A CHARACTER
12652UnlockEventXStatCountCharacterReason=NO LOADOUT HAS {goalCount:%d} {description:%s}
12653UnlockEventXStatCountLoadoutReason=LOADOUT REQUIRES {goalCount:%d} {description:%s}
12654UnlockEventXStatValueDescription={value:%g} {description:%s} REQUIRED ON {characterName:%s}
12655UnlockEventXStatValueDescriptionAnyChar={value:%g} {description:%s} REQUIRED ON A CHARACTER
12656UnlockEventXStatValueCharacterReason=NO LOADOUT HAS {value:%g} {description:%s}
12657UnlockEventXStatValueLoadoutReason=LOADOUT REQUIRES {value:%g} {description:%s}
12658UnlockEventXStatGoldBatarang=GOLD BATARANG STAT
12659UnlockEventXStatHealth=HEALTH
12660PerformanceHeader=PERFORMANCE
12661MatchResultsHeader=MATCH RESULTS
12662FinishersHeader=FINISHERS
12663ExtrasHeader=EXTRAS
12664PointsHeader=TOTAL POINTS
12665GoalsHeader=SCORE GOALS
12666AIFighter=AUTO FIGHTER
12667PerformanceRewardsHeader=PERFORMANCE REWARDS
12668SimplePoints={formattedPoints:%s} POINTS
12669MultiplePoints={formattedNum:%s} X {formattedPoints:%s} POINTS
12670BrutalUnlocked=BRUTAL DIFFICULTY UNLOCKED
12671EventResultsContinuePrompt={acceptButton:%hs} KONTINUE
12672MinimumCurrencyRequiredGold=NEED AT LEAST {amount:%s} KOINS TO CONTRIBUTE TOWARDS THIS TOWER
12673MinimumCurrencyRequiredSoul=YOU NEED AT LEAST {amount:%s} SOUL FRAGMENTS TO CONTRIBUTE TOWARDS THIS TOWER
12674MinimumCurrencyRequiredHeart=YOU NEED AT LEAST {amount:%s} HEARTS TO CONTRIBUTE TOWARDS THIS TOWER
12675ToT.Title=TOWERS OF TIME
12676ToT.ReplacePrompt={dbutton:%hs} REPLACE PORTAL
12677ToT.ActivatePrompt={dbutton:%hs} ACTIVATE
12678ToT.UseKeyPrompt={dbutton:%hs} USE KEY
12679RAT.OpenPrompt={ubutton:%hs} RACE AGAINST TIME
12680RAT.Kompleted=TOWERS KOMPLETED
12681RAT.TotalScore=TOTAL SCORE
12682RAT.Title=RACE AGAINST TIME
12683RAT.NewDescription=A new Race Against Time has begun! Compete against other players for the top Total Tower Score! Your Total Tower Score is the combined total of your highest scores for each tower you komplete.
12684RAT.NewPrompt={dbutton:%hs} GOT IT
12685RAT.WeeksRewards=REWARDS THIS WEEK
12686RAT.Placement=EST. PLACEMENT
12687RAT.TopPercent=TOP {percent:%i}%
12688RAT.Downloading=DOWNLOADING RACE AGAINST TIME DATA
12689RAT.NoData=NO RACE AGAINST TIME DATA AVAILABLE
12690RAT.LeaderboardPrompt={dbutton:%hs} KOMBAT KARD {lbutton:%hs} {gamercard:%s}
12691RAT.RankHeader=RANK
12692RAT.ScoreHeader=SCORE
12693RAT.PercentileFormat=Top {num:%u}%
12694Inventory.OpenPrompt={rtbutton:%hs} INVENTORY
12695ToT.KosmeticsPrompt={dbutton:%hs} KOSMETICS
12696TIP.CompletionRewards=KOMPLETION REWARDS
12697TIP.PerformanceRewards=PERFORMANCE REWARDS
12698TIP.OpponentsLabel=OPPONENTS
12699TIP.DifficultyLabel=DIFFICULTY
12700TIP.CharacterLabel=CHARACTER
12701TIP.BrutalTitle=BRUTAL DIFFICULTY
12702TIP.ModifiersHeader=MODIFIERS
12703TIP.ModifiersNone=NONE
12704TIP.HighScore=HIGH SCORE:
12705TIP.Rank=RANK:
12706TIP.NormalDifficulty=NORMAL
12707TIP.BrutalDifficulty=BRUTAL
12708TIP.Rewards=REWARDS
12709TIP.VeryEasy=VERY EASY
12710TIP.Easy=EASY
12711TIP.Medium=MEDIUM
12712TIP.Hard=HARD
12713TIP.VeryHard=VERY HARD
12714TIP.Invalid=
12715TOP.Objectives=TOWER PLATFORM OBJECTIVES
12716TOP.Rewards=REWARDS
12717TRP.Requirements=REQUIREMENTS
12718TPP.RecommendedTitle=RECOMMENDED
12719TPP.ItemCount=x{number:%d}
12720TPP.ConsumablePrompt={acceptButton:%hs} USE A KONSUMABLE
12721TEP.OpponentNumber=OPPONENT {number:%d}
12722TSP.DefaultSubtitle=CHARACTER TOWERS
12723TSP.UnlockTitle=COST TO UNLOCK
12724TSP.UnlockPrompt={acceptButton:%hs} PURCHASE
12725TSP.CannotUnlockPrompt=INSUFFICIENT RESOURCES
12726TSP.AvailableTitle=AVAILABLE
12727TSP.AvailablePrompt={acceptButton:%hs} SUMMON
12728TSP.ActiveTitle=ACTIVE
12729TSP.ClearedTitle=CLEARED!
12730LeaderboardInvalid=No leaderboard data available
12731
12732[Character.Attribute]
12733Female=FEMALE
12734
12735[Character.Attribute.Char]
12736Female=FEMALE CHARACTER
12737
12738
12739[PortalQuest]
12740PQCompleteQuestDesc=KOMPLETE {eventName:%s} TOWER
12741PQCharacterCompletionDesc=KOMPLETE {eventName:%s} TOWER WITH {character:%s}
12742PQFemaleCompletionDesc=KOMPLETE {eventName:%s} WITH A FEMALE CHARACTER
12743PQEquipmentQualityDesc1=KOMPLETE {event:%s} TOWER WITH {number:%d} {rarity:%s} GEAR
12744PQEquipmentQualityDesc2=KOMPLETE {event:%s} TOWER WITH {number:%d} {rarity:%s} GEAR, {number1:%d} {rarity1:%s} GEAR
12745PQEquipmentQualityDesc3=KOMPLETE {event:%s} TOWER WITH {number:%d} {rarity:%s} GEAR, {number1:%d} {rarity1:%s} GEAR, {number2:%d} {rarity2:%s} GEAR
12746
12747[PortalDonationPopup]
12748SpendKoinsSubtitle=DONATE KOINS
12749KoinIcon=[koin]
12750KoinsLabel=KOINS
12751SpendSoulsSubtitle=SPEND SOULS
12752SoulIcon=[soul]
12753SoulsLabel=SOULS
12754SpendHeartsSubtitle=SPEND HEARTS
12755HeartIcon=[heart]
12756HeartsLabel=HEARTS
12757AcceptPrompt={acceptButton:%hs} CONFIRM
12758CancelPrompt={cancelButton:%hs} CANCEL
12759
12760[LootTable]
12761CondenseLineFormat={name:%s} x{number:%d}
12762GenericSlotName=SLOT
12763Generic=RANDOM REWARD
12764GenericDebug=RANDOM REWARD BUG_ME
12765RandomeGear=RANDOM GEAR
12766RandomQualityAugment=RANDOM {quality:%s} AUGMENT
12767RandomAugment=RANDOM AUGMENT
12768RandomQualityGear=RANDOM {quality:%s} GEAR
12769RandomSlotGearWithQuality=RANDOM {quality:%s} {slotName:%s}
12770RandomSlotGear=RANDOM {slotName:%s}
12771RandomCharacterWithSlotGear=RANDOM {character:%s} {slotName:%s}
12772RandomCharacterWithSlotGearWithQuality={quality:%s} {character:%s} {slotName:%s}
12773RandomCharacterWithAugment=RANDOM {character:%s} AUGMENT
12774RandomCharacterWithAugmentWithQuality=RANDOM {quality:%s} {character:%s} AUGMENT
12775RandomPortalKey=RANDOM PORTAL KEY
12776RandomQualityPortalKey=RANDOM {quality:%s} PORTAL KEY
12777RandomSpendableItem=RANDOM KONSUMABLE
12778RandomQualitySpendableItem=RANDOM {quality:%s} KONSUMABLE
12779
12780[Wallet]
12781InsufficentUnlockEventGold=YOU DON'T HAVE ENOUGH KOINS TO SPEND TOWARDS THIS TOWER
12782InsufficentUnlockEventSoul=YOU DON'T HAVE ENOUGH SOUL FRAGMENTS TO SPEND TOWARDS THIS TOWER
12783InsufficentUnlockEventHeart=YOU DON'T HAVE ENOUGH HEARTS TO SPEND TOWARDS THIS TOWER
12784
12785[AsyncRaid]
12786Retry=RETRY
12787Ready=READY
12788NotReady=NOT READY
12789Restart=RESTART
12790PSelect=CHARACTER SELECT
12791Quit=QUIT
12792Empty=
12793
12794[LootChest]
12795ChestTier1=CHEST TIER 1
12796ChestTier2=CHEST TIER 2
12797ChestTier3=CHEST TIER 3
12798ChestTier4=CHEST TIER 4
12799ChestTier5=CHEST TIER 5
12800GuildTier1=GUILD TIER 1
12801GuildTier2=GUILD TIER 2
12802GuildTier3=GUILD TIER 3
12803
12804[AIFighter.UI]
12805Team=TEAM
12806Rank=SCORE
12807WinLoss=RANKED W/L
12808WinLossValue="{winValue:%d} / {lossValue:%d}"
12809SelectOpponentPrompt={challengeButton:%hs} CHALLENGE {refreshButton:%hs} REFRESH {backButton:%hs} BACK
12810ReturnToSelect=Do you want to return to opponent select?
12811PreviouslySelectedTeam=CURRENT DEFENDERS
12812DefendingTeamTitle=DEFENDING TEAM
12813SelectAttackingTeam=SELECT ATTACKING TEAM
12814OpponentsTeam=OPPONENT'S TEAM
12815HubDailyRewardTitle=DAILY REWARDS EARNED
12816SetDefendersHelp="Welcome to AI Battle.\n\nHere you will send your AI Fighters to challenge other players' teams, but first select which fighters will be on your defending team.\n\nThese fighters will defend you when you are challenged by other players."
12817LeaderboardButton={button:%hs} VIEW LEADERBOARD
12818EnterFight=Confirm attacking team selection and enter the fight?
12819UnsetPoints=All points must be allocated
12820Winner=WINNER
12821SelectOpponent=SELECT OPPONENT
12822BattleLog=BATTLE LOG
12823Defending=DEFENDING
12824Attacking=ATTACKING
12825Defenders=DEFENDERS
12826Attackers=ATTACKERS
12827Info=INFO
12828RevertChangesYes="KONTINUE WITHOUT SAVING"
12829RevertChangesNo="CANCEL"
12830Opponent=OPPONENT TEAM
12831YourTeam=YOUR TEAM
12832Rewards=REWARDS
12833Won=WON
12834Lost=LOST
12835ViewProfile=VIEW PROFILE
12836ViewProfile_Xbox=VIEW GAMERCARD
12837ViewHeroCard=VIEW KOMBAT KARD
12838ViewReplay=VIEW REPLAY
12839Favorite=FAVORITE
12840Unfavorite=UNFAVORITE
12841Delete=DELETE MATCH
12842NoMatchHistory=NO MATCH HISTORY
12843BattleLogTimeFormat={number:%d}{labelType:%s}
12844BattleLogTimeFormatShort=<1{labelType:%s}
12845BattleLogButtonPrompt_ButtonSpace=" "
12846BattleLogButtonPrompt_KombatKard={kombatKardButton:%hs} KOMBAT KARD
12847BattleLogButtonPrompt_profile={profileButton:%hs} PROFILE
12848BattleLogButtonPrompt_profile.XB1={profileButton:%hs} GAMERCARD
12849BattleLogButtonPrompt_replay={replayButton:%hs} VIEW REPLAY
12850BattleLogButtonPrompt_favorite={favButton:%hs} FAVORITE
12851BattleLogButtonPrompt_unfavorite={favButton:%hs} UNFAVORITE
12852BattleLogButtonPrompt_Back={backButton:%hs} BACK
12853BattleLogButtonPrompt_NoRecords={backButton:%hs} BACK
12854BattleLogBasePrompt={optionsButton:%hs} MATCH OPTIONS {backButton:%hs} BACK
12855BattleLogPopupPrompt={selectButton:%hs} SELECT {optionsButton:%hs} CLOSE OPTIONS
12856BattleLogEmptyPrompt={backButton:%hs} BACK
12857DownloadingResults=DOWNLOADING RESULTS
12858EnteringAIFighterMenu=RETRIEVING DATA
12859EnteringAIFighterMenuFailed=YOU ARE NOT CONNECTED TO THE MORTAL KOMBAT†11 SERVER. PLEASE TRY AGAIN LATER.
12860SearchingForOpponents=SEARCHING FOR OPPONENTS
12861NoOpponentsAvailable=COULD NOT FIND OPPONENTS
12862SearchForOpponentHydraFailed=YOU ARE NOT CONNECTED TO THE MORTAL KOMBAT†11 SERVER. PLEASE TRY AGAIN LATER.
12863DownloadListOfChallengesFailed=ERROR DOWNLOADING BATTLE LOG RESULTS FROM THE MORTAL KOMBAT†11 SERVER
12864ChallengeResultSentFailed=COULD NOT SEND MATCH RESULTS
12865SendingMatchResults=SENDING MATCH RESULTS
12866DefensiveTeamUpdateFailed=FAILED TO UPDATE TEAM
12867DefensiveTeamUpdateSuccess=DEFENDING TEAM UPDATED
12868PersonalityPresets=PERSONALITY PRESETS
12869WellRounded=WELL ROUNDED
12870WellRoundedDescription=Stats are distributed for balanced play.
12871HardZoner=HARD ZONER
12872HardZonerDescription=Tries to keep distance from opponent and throw Projectiles.
12873Strategic=STRATEGIC
12874StrategicDescription=Tends to punish whiffed attacks and doesn't take risks.
12875Maniac=MANIAC
12876ManiacDescription=Tries to stay close to the opponent and constantly attack.
12877Empty=EMPTY
12878EmptyDescription=Reset all attributes back to zero.
12879ChestRewarded=CHEST REWARDED
12880AttackerReward=ATTACKER REWARD
12881DefenderReward=DEFENDER REWARD
12882Button={button:%hs}
12883FastForwardNone=DISABLE FAST FORWARD
12884FastForwardNormal=ENABLE FAST FORWARD [2X]
12885FastForwardFast=ENABLE FAST FORWARD [4X]
12886QuitToMainMenuConfirm=Exiting now will count as a loss and will not give any rewards.
12887SelectAttackingDescription=SELECT ATTACKING TEAM
12888SelectDefendingDescription=SELECT DEFENDING TEAM
12889OpponentDefendingDescription=CURRENT DEFENDING TEAM
12890NoMatchRecordsFound=NO BATTLE LOG RESULTS FOUND
12891BattleLogDefendingRewards=DEFENDING DAILY REWARDS
12892BattleLogAttackingRewards=ATTACKING DAILY REWARDS
12893AIFLockedMenuDescription=Assign Your Defenders to Access This Feature
12894UnlockUITitle=
12895
12896[AIFighterHUB.UI]
12897Fight.Title=
12898Fight.Desc=
12899Manage.Title=
12900Manage.Desc=
12901
12902Empty.Title=
12903Empty.Desc=
12904FightAnyone.Title=FIND A BATTLE
12905FightAnyone.Desc=
12906FightFriends.Title=SPAR WITH FRIENDS
12907FightFriends.Desc=
12908SetDefenders.Title=ASSIGN DEFENDERS
12909SetDefenders.Desc=
12910BattleLog.Title=BATTLE LOG
12911BattleLog.Desc=
12912
12913[GroupBattle]
12914GroupBattle.Name=GROUP BATTLE
12915GroupBattle.Desc=CHOOSE YOUR FATE
12916TagBattle.Name=TAG BATTLE
12917TagBattle.Desc=CHOOSE YOUR FATE
12918SearchOption=SEARCH FOR PLAYERS
12919SearchOptionDesc=FIND ALLIES TO ASSIST YOU
12920InviteOption=INVITE PLAYERS
12921InviteOptionDesc=INVITE FRIENDS TO ASSIST YOU
12922SoloOption=SINGLE PLAYER
12923SoloOptionDesc=PROCEED ALONE
12924
12925[GroupBattle.EventTitle]
12926Debug=DEBUG
12927DebugTag=DEBUG TAG
12928Scorpion_1=Lost to Vengeance
12929SubZero_1=Legacy of the Cryomancers
12930Skarlet_1=Forbidden Blood Rites
12931Raiden_1=Beast of Storms
12932Baraka_1=Tarkatan Raiding Party
12933Sonya_1=Special Training Session
12934Terminas_1=Out of Time
12935DVorah_1=Infestation Harbinger
12936Cassie_1=Graduation Exam
12937Jade_1=Honor Guard's Test
12938Kano_1=Rigged Fight
12939LiuKang_1=Champion's Challenge
12940KungLao_1=Ancestor's Test
12941Kabal_1=Black Dragon Apex Tech
12942ErronBlack_1=Bounty Hunter's Big Contract
12943CyberFrost_1=Cybernetic Assassin
12944KotalKahn_1=Bow Down
12945Kollector_1=Rare Goods
12946NoobSaibot_1=Consuming Night
12947Cetrion_1=Nature's Fury
12948JohnnyCage_1=Hands Off the Goods
12949ShaoKahn_1=Conquest Denied
12950Kitana_1=Coronation of the Queen
12951Jacqui_1=Special Weapons Testing
12952Jax_1=Sparring Match
12953Tag_Scorpion_1=Shirai Ryu Training
12954Tag_SubZero_1=Successor to the Lineage
12955Tag_Skarlet_1=Vile Blood Pits
12956Tag_Raiden_1=Lightning God's Training
12957Tag_Baraka_1=Blood Feast
12958Tag_Sonya_1=Rogue Commander
12959Tag_Terminas_1=Be Kind, Rewind
12960Tag_DVorah_1=Extermination Protocol
12961Tag_Cassie_1=Covert Infiltration
12962Tag_Jade_1=Assassin's Mourning
12963Tag_Kano_1=Smuggler's Karma
12964Tag_LiuKang_1=Shaolin Training
12965Tag_KungLao_1=Keeper of Order
12966Tag_Kabal_1=Road Rage
12967Tag_ErronBlack_1=Famous Outlaw
12968Tag_CyberFrost_1=Long Thaw
12969Tag_KotalKahn_1=Fruit of Sacrifice
12970Tag_Kollector_1=Valuable Antiques
12971Tag_NoobSaibot_1=Shadowy Assassin
12972Tag_Cetrion_1=Elemental Defilement
12973Tag_JohnnyCage_1=Academy Awards
12974Tag_ShaoKahn_1=Deposed Ruler
12975Tag_Kitana_1=Fallen Princess
12976Tag_Jacqui_1=Burst Fire
12977Tag_Jax_1=Cage Match
12978
12979[GroupBattle.EventDescription]
12980Debug=DEBUG
12981DebugTag=DEBUG TAG
12982Scorpion_1=Scorpion has lost himself to his rage and vengeance. Cooperate with other fighters to defeat him!
12983SubZero_1=The blood of Cryomancers flows strong in Sub Zero's veins. Put an end to his lineage!
12984Skarlet_1=Skarlet is performing hideous and profane magicks. End her vile rituals!
12985Raiden_1=Raiden is consumed by his wrath. Join forces and put an end to his rampage.
12986Baraka_1=Baraka is leading a raiding party to savage Earthrealm. Defeat him and disband the invading force!
12987Sonya_1=Sonya has offered a special training session. Defeat her and show her what you've learned.
12988Terminas_1=Geras is contorting the flow of time. Put an end to his scheme!
12989DVorah_1=An unfathomably large swarm is closing in, led by D'Vorah. Disperse them by defeating her!
12990Cassie_1=Cassie believes she is ready to take on even more responsibility. Beat her down and send her back to school!
12991Jade_1=Jade is seeking members to fight by her side, protecting those she holds dear. Defeat her and show your worth!
12992Kano_1=Kano has rigged a fight and plans to use you to make a pretty penny. Team up and upset his plans!
12993LiuKang_1=Liu Kang is a champion of the Mortal Kombat tournament. Challenge him and defeat him!
12994KungLao_1=Kung Lao is trying to prove himself worthy of his namesake. Shatter his ambitions!
12995Kabal_1=Kabal has gotten some very dangerous upgrades. Beat him down and destroy them.
12996ErronBlack_1=Erron Black is out to collect a bounty on your head. Show him who he messed with!
12997CyberFrost_1=Frost is here to take you down. Fight back and shut down her assassination.
12998KotalKahn_1=Kotal has demanded that you bow down before him. Defy him and take him down a peg!
12999Kollector_1=The Kollector is here to take a memento from you for his collection. By force. Stop him!
13000NoobSaibot_1=Noob Saibot is on a rampage, bringing shadows and death in his wake. Put an end to this dark night!
13001Cetrion_1=Cetrion has come to bring vengeance for the planet. Stop her and protect the people of Earthrealm.
13002JohnnyCage_1=Hollywood stars and their egos always seem larger than life. Bring Johnny crashing back down to reality!
13003ShaoKahn_1=Shao Kahn has returned, and he will not let his conquest be stopped again. Stand against him!
13004Kitana_1=Kitana seeks to take control of the Netherrealm as its queen, attacking Earthrealm. Stop her!
13005Jacqui_1=New weapons and toys have arrived. Help Jacqui test them out in an all out brawl.
13006Jax_1=Help Jax knock the rust off in a brutal sparring match. Go all the way with a legend!
13007Tag_Scorpion_1=Endure Scorpion's harsh training and show him who the real master is!
13008Tag_SubZero_1=Fight together to help Sub Zero fully master the Cryomancer blood in his veins!
13009Tag_Skarlet_1=Skarlet has ambushed you to drain your blood for her rituals. Stop her!
13010Tag_Raiden_1=Raiden has come to test your might. Show him your power!
13011Tag_Baraka_1=Baraka is gorging on innocent victims of his Tarkatans. Put an end to his evil!
13012Tag_Sonya_1=Sonya has gone rogue! Beat some sense back into her!
13013Tag_Terminas_1=Geras is attempting to rewind time. Stop him before he begins!
13014Tag_DVorah_1=Carniverous Insects are swarming everywhere. Defeat D'Vorah to drive them back.
13015Tag_Cassie_1=Cassie has ambushed you on her infiltration mission. Send her packing!
13016Tag_Jade_1=Jade is mourning the loss of her loved ones. Kill her and reunite them!
13017Tag_Kano_1=Join a sting operation and put an end to Kano's weapon dealing.
13018Tag_LiuKang_1=Liu Kang has offered a training session with him. Show him what a true master looks like!
13019Tag_KungLao_1=Kung Lao is fighting to protect Order on Earthrealm. Defeat him and bring Chaos!
13020Tag_Kabal_1=Kabal is terrorizing the roads. Go after him and put the brakes on!
13021Tag_ErronBlack_1=You've tracked down Erron Black. Kill him and collect the bounty on his head!
13022Tag_CyberFrost_1=Frost has been sighted. Take down this cybernetic abomination!
13023Tag_KotalKahn_1=Kotal Kahn has gained incredible power from human sacrifice! Drive him back!
13024Tag_Kollector_1=Defeat the Kollector and take possession of some of his antiques!
13025Tag_NoobSaibot_1=Noob Saibot has been killing high profile people. Put an end to his reign of terror!
13026Tag_Cetrion_1=Cetrion is striking back! Defend yourself and defeat her!
13027Tag_JohnnyCage_1=Johnny is trashing an award party. Put him in his place!
13028Tag_ShaoKahn_1=Shao Kahn has come to exact vengeance for his defeat! Fight back and defeat him again.
13029Tag_Kitana_1=Kitana is trying to assert her position as the Edenian Princess. Make sure the kingdom stays fallen.
13030Tag_Jacqui_1=Jacqui has many powerful weapons. Kill her and claim them for yourself!
13031Tag_Jax_1=Jax is seeking revenge for his friends. Defeat him and escape from his trap!
13032
13033[GroupBattle.Results]
13034Performance=PERFORMANCE
13035TeamResults=TEAM RESULTS
13036TotalResults=TOTAL
13037Victory=VICTORY
13038BossDamage=BOSS DAMAGE
13039Supermoves=FATAL BLOWS
13040LevelInteractions=ENVIRONMENTAL INTERACTIONS
13041MaxDamageCombo=MAX DAMAGE KOMBO
13042TimeFighting=TIME FIGHTING
13043ModifiersUsed=MODIFIERS USED
13044TotalBossDamage=TOTAL BOSS DAMAGE
13045TotalPoints=TOTAL POINTS
13046TotalModifiersUsed=TOTAL MODIFIERS USED
13047TotalTimeFighting=TOTAL TIME FIGHTING
13048TeamBossDamage=%hs BOSS DAMAGE
13049TeamPoints=%hs POINTS
13050
13051[Movelist]
13052RANDOM=RANDOM
13053Style=STYLE MOVES LIST
13054Supers=FATAL BLOWS LIST
13055CAN ALSO BE DONE IN THE AIR=CAN ALSO BE DONE IN THE AIR
13056pickup="[R1] or [FP]+[BP]"
13057
13058PLACEHOLDER=PLACEHOLDER
13059PLACEHOLDERCOMBO=PLACEHOLDERKOMBO
13060PLACEHOLDERSPECIAL=PLACEHOLDERSPECIAL
13061PLACEHOLDERSUPERMOVE=PLACEHOLDERSUPERMOVE
13062PLACEHOLDERGIMMICK=PLACEHOLDERGIMMICK
13063
13064BasicMoves=BASIC ATTACKS
13065ComboMoves=KOMBO ATTACKS
13066FinishingMoves=FATALITIES
13067Gimmicks=POWER
13068Not Entered="NOT ENTERED"
13069Jump Attacks=JUMPING ATTACKS
13070Jump Up Attacks=QUICK JUMPING ATTACKS
13071Wake Up Attacks=GETUP ATTACKS
13072Throws=THROWS
13073BackDash=Dash Backwards
13074Block Attacks=FLAWLESS BLOCK ATTACKS
13075AirEscape=AIR ESCAPE
13076RollEscape=ROLL ESCAPES
13077
13078MoveListHigh=High
13079MoveListMedium=Mid
13080MoveListLow=Low
13081MoveListUnblockable=Unblockable
13082MoveListThrow=Throw
13083MoveListOverhead=Overhead
13084MoveListNone=N/A
13085MoveListRollFwd=Getup Forward Roll
13086MoveListRollBwd=Getup Backward Roll
13087
13088MLTitleType=MOVE TYPE:
13089MLTitleSU=START UP:
13090MLTitleActive=ACTIVE:
13091MLTitleRecover=RECOVERY:
13092MLTitleDamage=DAMAGE:
13093MLTitleBlockDamage=BLOCK DAMAGE:
13094MLTitleBlock=BLOCK ADV:
13095MLTitleHit=HIT ADV:
13096MLTitleCancel=CANCEL ADV:
13097MLTitlePerfectBlock=F/BLOCK ADV:
13098MLTitlePerfectBlockDamage=F/BLOCK DAMAGE:
13099InputCommands=I N P U T K O M M A N D S
13100MoveData=M O V E D A T A
13101FrameData=F R A M E D A T A
13102FrameDataHelpTitle1=
13103FrameDataHelpBody1=
13104FrameDataHelpTitle2=
13105FrameDataHelpBody2=
13106
13107AbilityMove=Equipped Ability Move
13108MoveStrengthBuff=Move affected by STRENGTH stat
13109MoveAbilityBuff=Move affected by ABILITY stat
13110
13111NoMovelistAvailable=FULL MOVELIST NOT CURRENTLY AVAILABLE
13112
13113;
13114;[IsisMovesList]
13115;
13116
13117;Basic Attacks
13118Meow="Meow"
13119
13120
13121attackAnyButton=[FP] or [BP] or [FK] or [BK]
13122ww_sp_down_away_1_shield=[Down][Away][FP], [FP],[BP],[FK],
13123
13124sp_downaway_4=[AwayDown][+][BK]
13125sp_downtowards_4=[TowardsDown][+][BK]
13126
13127throwdown="[Down][+][L1]"
13128throwfrd="[Towards][+][L1]"
13129throw="[L1]"
13130throwAway1="[L1] or [FP][+][FK]"
13131throwfrd1="[Towards][+][L1] or [Towards][+][FP][+][FK]"
13132throw1="[FP][+][FK]"
13133
13134RIGHT_TRIGGER=[R2]
13135LEFT_TRIGGER=[L2]
13136XRAY_TRIGGER="[R2]+[L2]"
13137
13138attack1=[FP]
13139attack1towards=[Towards][+][FP]
13140attack1away=[Away][+][FP]
13141attack1down=[Down][+][FP]
13142attack1up=[Up][+][FP]
13143
13144attack2=[BP]
13145attack2towards=[Towards][+][BP]
13146attack2away=[Away][+][BP]
13147attack2down=[Down][+][BP]
13148attack2up=[Up][+][BP]
13149attack2towards_down=[Towards][+][BP][,][Down]
13150
13151attack3=[FK]
13152attack3towards=[Towards][+][FK]
13153attack3away=[Away][+][FK]
13154attack3down=[Down][+][FK]
13155attack3up=[Up][+][FK]
13156sp_jump_punch=[FP] or [BP]
13157sp_jump_kick=[FK] or [BK]
13158sp_hop_jump_punch=[Up][,][FP] or [Up][,][BP]
13159sp_hop_jump_kick=[Up][,][FK] or [Up][,][BK]
13160forwardcancel=[Towards][Towards]
13161awaycancel=[Away][Away]
13162
13163attack4=[BK]
13164attack4_up=[BK][,][Up]
13165attack4_down=[BK][,][Down]
13166attack4towards=[Towards][+][BK]
13167attack4away=[Away][+][BK]
13168attack4away_up=[Away][+][BK][,][Up]
13169attack4away_down=[Away][+][BK][,][Down]
13170attack4down=[Down][+][BK]
13171attack4up=[Up][+][BK]
13172
13173attack1_1=[FP][,][FP]
13174attack1towards_1n3=[Towards][+][FP][,][FP][+][FK]
13175attack1towards_throw=[Towards][+][FP][,][FP][+][FK]
13176attack1towards_1n3_4=[Towards][+][FP][,][FP][+][FK][,][BK]
13177attack1towards_throw_4=[Towards][+][FP][,][FP][+][FK][,][BK]
13178attack1towards_1=[Towards][+][FP][,][FP]
13179attack1away_1=[Away][+][FP][,][FP]
13180attack1away_1n3=[Away][+][FP][,][FP][+][FK]
13181attack1away_1n3_2=[Away][+][FP][,][FP][+][FK][,][BP]
13182attack1away_throw_2=[Away][+][FP][,][FP][+][FK][,][BP]
13183attack1away_2n4=[Away][+][FP][,][BP][+][BK]
13184attack1away_throw=[Away][+][FP][,][FP][+][FK]
13185attack1down_1=[Down][+][FP][,][FP]
13186attack1up_1=[Up][+][FP][,][FP]
13187attack1_1towards=[FP][,][Towards][+][FP]
13188attack1_1away=[FP][,][Away][+][FP]
13189attack1_1down=[FP][,][Down][+][FP]
13190attack1_1up=[FP][,][Up][+][FP]
13191
13192attack1_2=[FP][,][BP]
13193attack1towards_2=[Towards][+][FP][,][BP]
13194attack1away_2=[Away][+][FP][,][BP]
13195attack1away_2up=[Away][+][FP][,][BP][+][Up]
13196attack1away_3up=[Away][+][FP][,][FK][+][Up]
13197attack1down_2=[Down][+][FP][,][BP]
13198attack1up_2=[Up][+][FP][,][BP]
13199attack1_2towards=[FP][,][Towards][+][BP]
13200attack1_2away=[FP][,][Away][+][BP]
13201attack1_2down=[FP][,][Down][+][BP]
13202attack1_2up=[FP][,][Up][+][BP]
13203attack1towards_3down=[Towards][+][FP][,][Down][+][FK]
13204
13205attack1_3=[FP][,][FK]
13206attack1towards_3=[Towards][+][FP][,][FK]
13207attack1away_3=[Away][+][FP][,][FK]
13208attack1away_3down=[Away][+][FP][,][FK][+][Down]
13209attack1down_3=[Down][+][FP][,][FK]
13210attack1down_2down=[Down][+][FP][,][Down][+][BP]
13211attack1down_2down_3down=[Down][+][FP][,][Down][+][BP][,][Down][+][FK]
13212attack1up_3=[Up][+][FP][,][FK]
13213attack1_3towards=[FP][,][Towards][+][FK]
13214attack1_3away=[FP][,][Away][+][FK]
13215attack1_3down=[FP][,][Down][+][FK]
13216attack1_3up=[FP][,][Up][+][FK]
13217
13218attack1_4=[FP][,][BK]
13219attack1towards_4=[Towards][+][FP][,][BK]
13220attack1away_4=[Away][+][FP][,][BK]
13221attack1down_4=[Down][+][FP][,][BK]
13222attack1up_4=[Up][+][FP][,][BK]
13223attack1_4towards=[FP][,][Towards][+][BK]
13224attack1_4away=[FP][,][Away][+][BK]
13225attack1_4down=[FP][,][Down][+][BK]
13226attack1_4up=[FP][,][Up][+][BK]
13227
13228attack2_1n3=[BP][,][FP][+][FK]
13229attack2_throw=[BP][,][FP][+][FK]
13230attack2_1=[BP][,][FP]
13231attack2towards_1=[Towards][+][BP][,][FP]
13232attack2away_1n3=[Away][+][BP][,][FP][+][FK]
13233attack2away_throw=[Away][+][BP][,][FP][+][FK]
13234attack2towards_throw=[Towards][+][BP][,][FP][+][FK]
13235attack2towards_1n3=[Towards][+][BP][,][FP][+][FK]
13236attack2towards_1n3_towards=[Towards][+][BP][,][FP][+][FK][,][Towards]
13237attack2away_1=[Away][+][BP][,][FP]
13238attack2down_1=[Down][+][BP][,][FP]
13239attack2down_1down=[Down][+][BP][,][Down][+][FP]
13240attack2up_1=[Up][+][BP][,][FP]
13241attack2_1towards=[BP][,][Towards][+][FP]
13242attack2_1away=[BP][,][Away][+][FP]
13243attack2_1down=[BP][,][Down][+][FP]
13244attack2_1up=[BP][,][Up][+][FP]
13245attack4towards_1n3=[Towards][+][BK][,][FP][+][FK]
13246attack4towards_throw=[Towards][+][BK][,][FP][+][FK]
13247attack4towards_throw_2=[Towards][+][BK][,][FP][+][FK][,][BP]
13248attack4towards_throw_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP]
13249attack4towards_throw_2_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP][,][BP]
13250attack4towards_throw_2_2_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP][,][BP][,][BP]
13251attack4towards_1n3_2=[Towards][+][BK][,][FP][+][FK][,][BP]
13252attack4towards_1n3_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP]
13253attack4towards_1n3_2_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP][,][BP]
13254attack4towards_1n3_2_2_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP][,][BP][,][BP]
13255
13256
13257attack2_2=[BP][,][BP]
13258attack2towards_2=[Towards][+][BP][,][BP]
13259attack2towards_2down=[Towards][+][BP][,][Down][,][BP]
13260
13261attack2away_2=[Away][+][BP][,][BP]
13262attack2down_2=[Down][+][BP][,][BP]
13263attack2down_2down=[Down][+][BP][,][Down][+][BP]
13264attack2up_2=[Up][+][BP][,][BP]
13265attack2_2towards=[BP][,][Towards][+][BP]
13266attack2_2away=[BP][,][Away][+][BP]
13267attack2_2do